Understand course requirements for Maya Bitfrost: Dynamic Simulations.
- [Voiceover] Let's take a brief look at the prerequisites for this course. First of all it is an intermediate level course. You are assumed to have some experience with Maya. If you have some Dynamics experience, that's also extremely helpful. Especially if you have some experience with fluid solvers, or particle based liquid simulations. Finally as usual with Dynamics, you'll need to have plenty of patience in order to get through the production process. The solving of a bi-frost simulation can sometimes take overnight, and you may need to spend several overnight solves in order to complete the tutorials to the same level of production value that you see in my example.
Those are the human requirements, let's also talk about the requirements for the computer hardware. You'll need at least a quad-core processor, and as always with Dynamics, faster is better. I recommend that you get the fastest computer that you can afford. If you're going to do a lot of liquid simulations. Bi-frost is very efficient but even bi-frost is going to tax your computer to its limits. Likewise you'll need to have a lot of memory, at lest 16 GB of Ram. Realistically speaking you should have probably 64 GB of memory installed.
Last you'll need a lot of available storage space, at least 300 GB. My Frost consumes a lot of storage space for the cashed simulation data, as well alending meshes, and something called the scratch cash, which is simulation data stored temporarily to improve interactivity. We'll need to pay special attention to where these heavy files are stored to prevent computer problems. If at all possible you should have a fast secondary physical hard drive to prevent conflicts with the operating system drive.
- 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