Join Aaron F. Ross for an in-depth discussion in this video Finalizing fluid dynamics, part of Maya: Particle and Fire Effects (2011).
We've got a pretty good result so far here with our Auto Resize fluid container, but we can take a final pass at adjusting the dynamic attributes and the shader to get to this to look a little bit better. Let's do an IPR of that. We'll do just a quick Interactive Production Render of that, so we can play around. When that's finished, I can see that maybe the fluid is a bit too dense here and maybe I could take it second stab of my opacity. I'll select that fluid container, hit Ctrl+A on the keyboard, and I am looking for my Shading section. And I can play around with that a little bit, especially this Opacity curve, so make that bigger.
If I raise this plateau up then the center here will be more opaque, and if I reduce this peak then the outer edges will be less opaque. You'll see here that I've actually got Shader Glow already on, in this case--don't let that distract you. Shader Glow, we covered that earlier in the Fireworks chapter. Anyway so I can play around with that Opacity curve. I can also play around with the Texture amount. Textures > Texture Gain.
Once we get the fluid actually moving in the scene, it's going to look different. That means I may need to make adjustments. I can also adjust the overall amount of fluid density being emitted. I can do that in a couple of different ways. One way would be to reduce the Density Scale attribute, and that's near the top up here, under Contents Details > Density. And maybe I can reduce that Density a little bit, 0.8 maybe.
I won't see the difference here because this is a dynamic attribute. This is not just simply adjusting the texture. So in order to see that change, I'll need to actually rewind and play back the simulation again. Now, I've got less fluid emitting into the scene. Take a look at that. We'll do another IPR. So it's sort of stretching out a little bit more. It's not quite as dense. Another thing we can do that would be kind of cool would be to vary the shape of the emission down here.
What we did was we created a ramp to control the emission rate, but we just used plain old, ordinary ramp with no frills. But what I'd like to do here is now go into the emitter-- here is the fluid emitter--and go into this emission map, open that up, and create some noise here. So I'll select that black flag there and add a little bit of noise here, and you can see what that's doing is it's changing the color of the ramp in a sort of chaotic manner.
Once again, because this is going to affect the emission, I won't see the change here. I'll need to actually rewind and play back the simulation once again in order to see that result. I am going to play through for about a second, and then I'll do another IPR rendering. And what I've done here is I've made it so that the emission is not just being cut off. It's got a little bit of a shape to it up here; it's got some envelope to it. Having done that, I probably also want to once again go back into that map, the ramp, and maybe bring this up a little bit to compensate.
And those are some adjustments we can make to finalize our fluid before baking it to a cache, and that would be our next step.
- Laying out the scene
- Sketching particles on a Live object
- Connecting particles to Fields such as Gravity
- Emitting particles from particles
- Varying particle shader attributes
- Modeling and shading for the Particle Instancer
- Importing and instancing geometry onto particles
- Randomizing particle rotation with Creation and Runtime Expressions
- Adding Turbulence
- Rendering depth of field with mental ray
- Creating 3D Fluid containers
- Emitting dynamic fluid attributes from an object
- Animating a dynamic fluid
- Using a fluid for atmosphere
- Modulating light intensity with a noise expression