Join Aaron F. Ross for an in-depth discussion in this video Controlling dynamic simulation quality, part of Maya: Creating Fluid Effects (2013).
We got a basic setup and our emitter is working, but our quality for the simulation isn't as good as it could be. If I select the ducky_control object with the Move tool, I can go back to Interactive Playback and illustrate that. It's looking a little bit rough around the edges. We're getting very fast performance, but our simulation isn't of the greatest quality. You can see that most specifically if you get in close. Because of the low definition of the pond shape, there aren't very many vertices nearby.
We're seeing this kind of interesting look here, where it's not really conforming well to the shape of the emitter. What we need to do is simply increase the overall resolution of the pond. I'll select that Pond, go to the Attributes, Ctrl+A, and we've got the Base Resolution. We can turn that up, let's turn it up all the way to 200; I have got a pretty fast computer here and so it should be okay. Go ahead and close these Windows here, minimize the outliner, we need that again, back out a bit.
Rewind the timeline and go back to Solvers>Interactive Playback and give that a go. You'll see with the value of 200 it's looking quite a lot better. Getting close there once again you'll see that the pond is not really conforming very well to the shape of the duck. We need an even higher resolution to the pond. I just want to warn you again, in your own scenes, on your own computer, you may not be able to push it up pass 200.
The performance may not be good enough, and in that case what I would recommend is you can actually scale the emitter down slightly, so it's little bit smaller than the object. And that will help to try to prevent some of those issues, okay. But I have got a fast computer here in this case, and so I have no problem with just selecting the pond and increasing the base resolution. You know by the way, that some of the most basic attributes are here in the channel box, so I don't even really need to open the Attribute Editor. Base Resolution, I'll set up to 300 and back out, rewind, grab the ducky_control object, grab the Move tool once again, Solvers>Interactive Playback and you'll notice now that it's playing more slowly.
We're not getting real-time performance anymore, but we are getting a much better result near the emitter. We should probably check in to see what our playback speed is. I'll go to the Display menu and choose Heads Up Display>Frame Rate. That way if I'm playing or if I'm in interactive playback, I'll be able to read out the speed of the current simulation, so it's not quite running in real time. I am getting something averaging around 15 or 20 frames per second.
It's important that I know that I'm not playing in real time, because if I thought I was playing in real time, I might do things like change the simulation rate in order to speed it up and that would be wrong, because it's actually playing at the correct speed in the simulation. It's just that we're not seeing it update in the timeline in real time. In other words, it's working fine. It's working just perfectly. I might scale that emitter down just a little bit to try to hide that seam, so I'll just scale it down ever so slightly to be a little bit smaller than the duck.
Then back to my ducky_control object, back to frame 1 with the Move tool, and do one final test on this and see. I think we're pretty good to go; our dynamic simulation is essentially doing what we needed to do at this point.
- Simulating convincing surfaces of water and other liquids
- Creating dynamic ripples with fluid pond and wake emitters
- Testing simulations with interactive playback
- Rendering water surfaces
- Controlling render tessellation
- Floating objects dynamically
- Rendering an underwater scene