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Bring scenes to life by building realistic fluid simulations in Autodesk Maya. In this advanced course for visual effects designers and animators, author Aaron F. Ross shows you how to simulate foam and bubbles, liquid being poured, and volumetric liquid in a 3D container. Techniques include rendering particles with the Fluid shader, colliding particle fluids with polygons, storing simulations with disk caches, converting particles and fluids to smoothed polygons, and texturing 3D fluids.
We've done an initial test on our simulation, and now we need to actually do a playblast to make sure everything's working correctly and it feels right, and it's at the correct speed. And if that checks out okay, then we'll need to cache our particles so that we can then render them. Let's make the playblast first. I'll go to the Window menu, and choose Playblast, go to the options, and I want to save to the format QT, QuickTime, with encoding of H.264 with the quality all the way up.
I'll just render the playblast at the same size as this window, so display size from window with a scale of one. And I do want to save the file. And I'll just use the current file name as the movie file. So if it''s not reading out the same here, I can just change that. So I'll just call it O2O6 Playblast, and then go ahead and click Playblast and let it simulate. Okay our playblast is finished so let's go ahead and see what it looks like. So that looks like a pretty good liquid simulation to me. We could probably fine tune that and make it even better but we've got the essential process down so I'm going to sign off on that and go ahead and create an end cache.
Want to rewind back to frame one and select the particles. And of course, if you have trouble selecting them, you can use the outliner. We got the particles selected, and just as we saw in the last chapter, we can create an end cache. End Cache > Create New Cache and go to the options, we can reset the settings. Just make sure that we got the default settings here. And it's going to create a folder inside the data folder with the current file name as the new folder name. And hand particle shape one will be the name of each file in the cache.
And we're going to do the entire time slider, which is currently ten seconds worth, or 240 frames. Go ahead and create that end cache. Our end cache is finished calculating and now we can actually scrub through the timeline, which is something that we could not do before. Once again, I do want to mention that when you've cached the dynamics you will not be able to make any changes until you delete the cache. Because all the simulation has been stored on disc. So, if I went in and changed the dynamic properties, no change would occur in my view port, unless I deleted the end cache.
I'm not going to do that now, because we've got what we want at this point.
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