CG_VFX_particles_Ncloth Etc

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Vertex Animation test in Unity3D. Maya vertex to Joint animation for UNITY/UDK pipeline tutorial. Hair & Fur Advances in Special Effects. Click the image to see the high-resolution version Creating realistic hair and fur has been one of the major special effects challenges in top blockbuster films like Brave, The Hobbit, and games like Tomb Raider.

Hair & Fur Advances in Special Effects

Take a look at some of the innovations to see how far the technology has come in just 12 short years. Want to share these awesome rendering stats with your friends and followers? Feel free to embed the image on your social platform of choice: <p><strong>Please include attribution to Animation Mentor with this graphic. Attach nCloth to Character. Maya nCloth Dynamics Tutorial: Looping Flag Sim Using the blendCache Node (Intermediate Level) How to make expanding pool of blood After Effects. Maya User's Guide: Create or import nCaches.

Maya Online Help: Cache your nParticle simulation. Maya Online Help: nCache > Create New Cache. Maya User's Guide: Memory caching. Maya User's Guide: Texture a fluid using the Mandelbrot texture. Maya Fluid Shading - Texturing. Create A Realistic Explosion In Maya Using Maya Fluids. Maya fluids gives you the tools to simulate any kind of smoke, fire, water, explosions, wind effects etc. and is a very powerful tool for every FX artist.

Create A Realistic Explosion In Maya Using Maya Fluids

The fluid simulations and shading can be as different as night and day, but they rely on the same attributes which you'll better understand after completing this tutorial. You'll learn to animate and shade fluids, understand all of the major attributes, learn how adding fields will allow you to gain better control over your simulation, and how to light and render the final animation. To begin choose Dynamics as a menu set for this project, since almost all of the things we are using are related to Maya Fluid FX. Because we are going to use Mental ray nodes, make sure Mental ray is loaded in Maya by going to Window>Settings/Preferences>Plug-in manager and checking both the Loaded and Auto load check boxes for Mayatomr.mll. Now create the 3D container that will contain the fluid for the explosion animation. Test the simulation again. Emit fluids from particles? Thank alot for the help.

Emit fluids from particles?

I did some research and found this code and a video of what i want: // get particle positionfloat &#36;pos[] = particleShape1.worldPosition; //find out which fluid voxel is at that position.vector &#36;voxel = `fluidVoxelInfo -voxel &#36;pos &#36;pos &#36;pos fluid1`;&#36;vX = &#36;voxel.x;&#36;vY = &#36;voxel.y;&#36;vZ = &#36;voxel.z; //get particle velocityfloat &#36;vel[] = particleShape1.worldVelocity; //emit density and velocity in specified voxel.setFluidAttr -at "density" -ad -fv 5 -xi &#36;vX -yi &#36;vY -zi &#36;vZ "fluid1";setFluidAttr -at "velocity" -ad -vv &#36;vel &#36;vel &#36;vel -xi &#36;vX -yi &#36;vY -zi &#36;vZ "fluid1"; so you have the right idea. unfortunately for me I just started using expressions so everything i found and you wrote makes no sense to me, lol.

[ OVERBURN ] OverBurn is a combination of particles, fluids and particleSamplerInfo nodes.


It substitutes the default particleCloud shader with fluid one ( voxels ). As result, the final look of the particles is mutch better and believeble. Using this technique we can represent wider range of interesting volumetric effects like explosions, fireballs, dust, smoke, lava, ice, etc. The basic idea behind OverBurn is to have automated and flexible system, usefull in different situations. It is always better to have a basic stuff to start from, than to rebuild everything every time from scratch.

Stop nHair spline passing through head mesh? Maya Online Help: Creating a smoke simulation with nParticles. Waterfall using fluids and nParticles. Here is an example scene file showing how one can use particle emission into a fluid for a natural looking waterfall effect. In this case the particles simply fall under gravity and collide and bounce with objects.

Waterfall using fluids and nParticles

They emit into a fluid which has high density dissipation. The self shadowing of the fluid is important for the look of the render, and this scene also uses ambient diffusion to help provide detail in the shadowed regions. For efficiency auto resize was also enabled for the fluid. Here are some general rough steps to set this up: 1. 2. 3. 4. Maya - Creating Blood Spill with nParticles Tutorial. Oz The Great and Powerful : Making of China Town.