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Author: Khieu Van Bang

Email: tribang.nd@gmail.com

Maya Dynamics Basics


Lab 11: Fluid Effect

CONTENTS
Overview Fluid Effect
What is Fluid Effect ?
What does fluid effects support ?

Working with Fluid Pond


Learning contents: Create Pond; Fluid Attributes; Pond Wake; Emission Turbulence;
Shader Attributes; Match Object; Interactive; Simulation Quality; Make Collision;
InitialState; Keyframe Emission; Keyframe Object; Raytraced Water, ...

Working with Fluid Ocean


Learning contents: Create Ocean; Customize Ocean; Control Render; Floating
Objects; Adjust Attribute; Motor Boats; Ocean Wake; Emitter from Object, ...

Working with Visor Library


Learn how to use templates.

Create a virtual lab.

Fluid Effect
1) OVERVIEW FLUID EFFECT

OVERVIEW FLUID EFFECT


What is Fluid Effect ?
Is a technology for realistically simulating and rendering fluid motion. Fluid Effects lets you create a
wide variety of 2D and 3D atmospheric, pyrotechnic, space, and liquid effects.
o You can use the Fluid Effectssolvers to simulate these effects, or you can use fluid animated
textures for more unique, distinguishing effects.
o Fluid Effects also includes an ocean shader for creating realistic open water. You can float
objects on the ocean surface and have those objects react to the motion of the water.
o You can create the following types of effects with Fluid Effects:

OVERVIEW FLUID EFFECT


Types Fluid Effect
Dynamic fluid effects
Behave according to the natural laws of fluid dynamics, a branch of physics that uses
mathematical equations to calculate how things flow. Maya simulates fluid motion by
solving the Navier-Stokes fluid dynamics equations at each time step.

Non-dynamic fluid effects


3D fluids inherently require extra data to define them, which can make them very large.
This extra data can slow a dynamic simulation exponentially because more calculations
(solving) must be performed at every step of the simulation. For a less memory intensive
effect, you can use a 2D fluid (with less data), or you can create a non-dynamicfluid.

Oceans and Ponds


Create Ocean and Pond fluids to simulate large realistic water surfaces, such as stormy
oceans with foam and swimming pools. Oceans are NURBS planes with ocean shaders
assigned to them. Ponds are 2D fluids that use a spring mesh solver and a height field.

OVERVIEW FLUID EFFECT


What does fluid effects support ?
Naver Stokes based Fluids
o Smoke.
o Clouds.
o Explosions.
o Fire.
o Goo type-stuff.
Ad-Hoc / Mass-Spring fluids
o Oceans.
o Ponds.

OVERVIEW FLUID EFFECT


Maya Fire

OVERVIEW FLUID EFFECT


Maya Ocean
2D height field no crashing waves.
Can attach bouyant objects.

OVERVIEW FLUID EFFECT


Maya Pond
2D height field.
o No splashing.
Mass-spring system.
Bouys, Boats, Wakes.

Can run in real-time.

Fluid Effect
2) WORKING WITH FLUID POND

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.1) Create Pond

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond

2.2) Create Wake


2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND

PRACTICAL SITUATIONS - FLUID POND


2.2) Create Wake

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake

2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.3) EmissionTurbulence

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence

2.4) Shader Attributes


2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.4) Shader Attributes

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes

2.5) Match Object


2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.5) Match Object

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object

2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.6) Interactive

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive

2.7) Simulation Quality


2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.7) Simulation Quality

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality

2.8) Make Collision


2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.8) Make Collision

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision

2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.9) InitialState
2

PRACTICAL SITUATIONS - FLUID POND


2.9) InitialState
3

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState

2.10) Keyframe Emission


2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.10) Keyframe Emission

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission

2.11) Keyframe Object


2.12) Raytraced Water
2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.11) Keyframe Object

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object

2.12) Raytraced Water


2.13) Caching Fluid
2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.12) Raytraced Water

PRACTICAL SITUATIONS - FLUID POND


2.12) Raytraced Water

PRACTICAL SITUATIONS - FLUID POND


2.12) Raytraced Water

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water

2.13) Caching Fluid


2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.13) Caching Fluid

Fluid Effect
2) PRACTICAL SITUATIONS FLUID POND
2.1) Create Pond
2.2) Create Wake
2.3) EmissionTurbulence
2.4) Shader Attributes
2.5) Match Object
2.6) Interactive
2.7) Simulation Quality
2.8) Make Collision
2.9) InitialState
2.10) Keyframe Emission
2.11) Keyframe Object
2.12) Raytraced Water
2.13) Caching Fluid

2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


2.14) Smoothing Pond

PRACTICAL SITUATIONS - FLUID POND


How to create it ?

PRACTICAL SITUATIONS - FLUID POND


How to create it ?

Fluid Effect
3) WORKING WITH FLUID OCEAN

Fluid Effect
3) PRACTICAL SITUATIONS - OCEAN
3.1) Create Ocean
3.2) Preview Plane
3.3) Floating objects
3.4) Adjust Attribute
3.5) Motor Boats
3.6) Ocean Wake

Fluid Effect
3) PRACTICAL SITUATIONS - OCEAN
3.1) Create Ocean
3.2) Preview Plane
3.3) Floating objects
3.4) Adjust Attribute
3.5) Motor Boats
3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN


3.1) Create Ocean

Fluid Effect
3) PRACTICAL SITUATIONS- OCEAN
3.1) Create Ocean

3.2) Preview Plane


3.3) Floating objects
3.4) Adjust Attribute
3.5) Motor Boats
3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN


3.2) Preview Plane

PRACTICAL SITUATIONS - FLUID OCEAN


3.2) Preview Plane

PRACTICAL SITUATIONS - FLUID OCEAN


3.2) Preview Plane

Fluid Effect
3) PRACTICAL SITUATIONS- OCEAN
3.1) Create Ocean
3.2) Preview Plane

3.3) Floating objects


3.4) Adjust Attribute
3.5) Motor Boats
3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN


3.3) Floating objects

Fluid Effect
3) PRACTICAL SITUATIONS - OCEAN
3.1) Create Ocean
3.2) Preview Plane
3.3) Floating objects

3.4) Adjust Attribute


3.5) Motor Boats
3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN


3.4) Adjust Attribute

PRACTICAL SITUATIONS - FLUID OCEAN


3.4) Adjust Attribute

Fluid Effect
3) PRACTICAL SITUATIONS - OCEAN
3.1) Create Ocean
3.2) Preview Plane
3.3) Floating objects
3.4) Adjust Attribute

3.5) Motor Boats


3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN


3.5) Motor Boats

Fluid Effect
3) PRACTICAL SITUATIONS - OCEAN
3.1) Create Ocean
3.2) Preview Plane
3.3) Floating objects
3.4) Adjust Attribute
3.5) Motor Boats

3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN


3.6) Ocean Wake

Fluid Effect
4) WORKING WITH VISOR LIBRARY

PRACTICAL SITUATIONS - FLUID OCEAN


What is Visor Library ?

To open the Visor:


o In main menu bar: Editors > General Editors >
Visor.

o In scene view: Panels > Panel > Visor.

WORKING WITH VISOR LIBRARY


Using Visor:
Step 1: Open Visor.

Step 2: Select type effect template.


Step 3: Drag and drop to screen view.
Step 4: Edit template.

WORKING WITH VISOR LIBRARY


Using Visor:
2.1
1

2.2

2.3

WORKING WITH VISOR LIBRARY


Example 1 : Create fire for a virtual lab.

WORKING WITH VISOR LIBRARY


How to create it ?

WORKING WITH VISOR LIBRARY


You can create it

Thanks!

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