Approximate friction with collision objects in Maya Bitfrost.
- [Voiceover] One way that we can slow down the fluid…is by using an accelerator.…Ironically, and accelerator can be used as a drag field.…It reduces the momentum inherited from the previous frame.…It's similar to friction,…but it's really more of a damping effect.…Let's add that drag effect to slow down the fluid,…and also to make it collect on the floor.…I'll hide the kill plane and camera layers,…and also temporarily hide the collider room layer…so that I can enable this accelerator boundary layer…I previously created.…
Turn the visibility of that on…and tumble around so that you can see the inside.…If you don't see any lighting,…it's because the lights are hidden.…We can press the five key,…and now we're seeing default lighting,…All we have here is a simple rectangular prism.…The ends are open,…and I've done that so that I can control the areas…in which the drag effect is applied.…Any time the fluid gets close to any one…of these four polygons,…it will lose some inertia, some momentum,…and slow down.…
To add this drag effect,…
AuthorAaron F. Ross
- Understanding Bifröst
- Analyzing the node structure
- Emitting from a polygon mesh
- Colliding with objects
- Pushing and damping fluid motion with accelerators
- Caching Bifröst simulations
- Meshing liquid and exporting to Alembic
- Shading with the Bifröst liquid material
- Designing mental ray materials
- Layering shaders with Bifröst channel data
- Adding mist with an Aero simulation
- Texturing an Aero material
Skill Level Advanced
1. Simulating a Liquid
2. Tuning and Storing a Simulation
3. Shading a Liquid
4. Using Bifröst Aero
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