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Lecture Maya dynamics basics: Lab 11 - Khieu Van Bang

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Lab 11 - Fluid effect. Learning objectives of this chapter include: create pond, fluid attributes, pond wake, emission turbulence, shader attributes, match object, interactive, simulation quality, make collision, initialstate, keyframe emission, keyframe object, raytraced water,...

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Maya Dynamics Basics

Lab 11 : Fluid Effect

Author: Khieu Van Bang

Email: tribang.nd@gmail.com

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 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.

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1) OVERVIEW FLUID EFFECT

Fluid Effect

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What is Fluid Effect ?

OVERVIEW 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:

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Types Fluid Effect

 Dynamic fluid effects

 Oceans and Ponds

 Non-dynamic fluid effects

OVERVIEW FLUID EFFECT

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.

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.

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.

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What does fluid effects support ?

 Naver Stokes based Fluids

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Maya Fire

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OVERVIEW FLUID EFFECT Maya Ocean

 2D height field – no crashing waves

 Can attach ‘bouyant’ objects

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OVERVIEW FLUID EFFECT Maya Pond

 2D height field

o No splashing

 Mass-spring system

 Bouys, Boats, Wakes

 Can run in real-time

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2) WORKING WITH FLUID POND

Fluid Effect

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2) PRACTICAL SITUATIONS – FLUID POND

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.1) Create Pond

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.2) Create Wake

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.3) EmissionTurbulence

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.4) Shader Attributes

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PRACTICAL SITUATIONS - FLUID POND

2.4) Shader Attributes

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.5) Match Object

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.6) Interactive

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2) PRACTICAL SITUATIONS – FLUID POND

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2.7) Simulation Quality

PRACTICAL SITUATIONS - FLUID POND

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.8) Make Collision

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.9) InitialState

1

2

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PRACTICAL SITUATIONS - FLUID POND

2.9) InitialState

3

4

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2) PRACTICAL SITUATIONS – FLUID POND

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2.10) Keyframe Emission

PRACTICAL SITUATIONS - FLUID POND

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.11) Keyframe Object

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2) PRACTICAL SITUATIONS – FLUID POND

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2.12) Raytraced Water

PRACTICAL SITUATIONS - FLUID POND

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2.12) Raytraced Water

PRACTICAL SITUATIONS - FLUID POND

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2.12) Raytraced Water

PRACTICAL SITUATIONS - FLUID POND

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.13) Caching Fluid

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2) PRACTICAL SITUATIONS – FLUID POND

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PRACTICAL SITUATIONS - FLUID POND

2.14) Smoothing Pond

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PRACTICAL SITUATIONS - FLUID POND

2.14) Smoothing Pond

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How to create it ?

PRACTICAL SITUATIONS - FLUID POND

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How to create it ?

PRACTICAL SITUATIONS - FLUID POND

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3) WORKING WITH FLUID OCEAN

Fluid Effect

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3) PRACTICAL SITUATIONS - OCEAN

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3) PRACTICAL SITUATIONS - OCEAN

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PRACTICAL SITUATIONS - FLUID OCEAN

3.1) Create Ocean

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3) PRACTICAL SITUATIONS- OCEAN

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3.2) Preview Plane

PRACTICAL SITUATIONS - FLUID OCEAN

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3.2) Preview Plane

PRACTICAL SITUATIONS - FLUID OCEAN

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3.2) Preview Plane

PRACTICAL SITUATIONS - FLUID OCEAN

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3) PRACTICAL SITUATIONS- OCEAN

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3.3) Floating objects

PRACTICAL SITUATIONS - FLUID OCEAN

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3) PRACTICAL SITUATIONS - OCEAN

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3.4) Adjust Attribute

PRACTICAL SITUATIONS - FLUID OCEAN

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3.4) Adjust Attribute

PRACTICAL SITUATIONS - FLUID OCEAN

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3) PRACTICAL SITUATIONS - OCEAN

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3.5) Motor Boats

PRACTICAL SITUATIONS - FLUID OCEAN

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3) PRACTICAL SITUATIONS - OCEAN

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3.6) Ocean Wake

PRACTICAL SITUATIONS - FLUID OCEAN

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4) WORKING WITH VISOR LIBRARY

Fluid Effect

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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.

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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

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Example 1 : Create fire for a virtual lab.

WORKING WITH VISOR LIBRARY

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How to create it ?

WORKING WITH VISOR LIBRARY

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You can create it

WORKING WITH VISOR LIBRARY

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Thanks!

Ngày đăng: 30/01/2020, 05:56