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Playblasting and caching the simulation

From: Liquid Simulation in Maya

Video: Playblasting and caching the simulation

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.

Playblasting and caching the simulation

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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This video is part of

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Liquid Simulation in Maya

39 video lessons · 3920 viewers

Aaron F. Ross
Author

 
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  1. 4m 12s
    1. Welcome
      48s
    2. Using the exercise files
      2m 22s
    3. What you need to know
      1m 2s
  2. 55m 11s
    1. Laying out the scene
      3m 47s
    2. Sketching nParticles
      3m 54s
    3. Randomizing nParticle radius
      1m 59s
    4. Setting render attributes
      2m 0s
    5. Varying fluid texture
      4m 20s
    6. Unifying fluid texture scale
      6m 12s
    7. Adjusting shading attributes
      7m 12s
    8. Colliding nParticles
      6m 46s
    9. Building an nCache
      5m 38s
    10. Emitting nParticles from an object
      4m 23s
    11. Defining an emission ramp
      4m 18s
    12. Using the Particle Collision Event Editor
      1m 56s
    13. Rendering refractive bubbles
      2m 46s
  3. 50m 43s
    1. Filling a container using Fill Object
      7m 0s
    2. Filling a container using a volume emitter
      8m 22s
    3. Optimizing liquid simulation
      4m 59s
    4. Setting an initial state
      3m 51s
    5. Animating the geometry
      4m 3s
    6. Playblasting and caching the simulation
      2m 38s
    7. Controlling nParticle shading
      2m 52s
    8. Converting nParticles to polygons
      5m 45s
    9. Shading the mesh
      2m 50s
    10. Creating high-quality simulations
      8m 23s
  4. 40m 53s
    1. Creating a 3D fluid container
      3m 17s
    2. Emitting density from a volume emitter
      2m 16s
    3. Adjusting Simulation Rate Scale
      1m 21s
    4. Colliding fluids with geometry
      3m 18s
    5. Keyframing density emission
      2m 28s
    6. Setting the initial state
      6m 13s
    7. Working with Auto Resize
      5m 26s
    8. Adjusting density tension and force
      2m 38s
    9. Keyframing fluid attributes
      3m 52s
    10. Texturing a 3D fluid
      1m 58s
    11. Creating a fluid nCache
      2m 9s
    12. Converting a 3D fluid to polygons
      5m 57s
  5. 30s
    1. Goodbye
      30s

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