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Autodesk Maya Bifrost NEXT
Год выпуска: 2015
Производитель: cmiVFX
производителя: cmivfx
Автор: Diego Trazzi
Продолжительность: 8:29
Тип раздаваемого материала: Видеоурок
Язык: Английский
Описание: cmiVFX brings you 'The Ultimate Guide for Maya Bifrost,' taught by the leading expert in this field: Diego Trazzi. This course will explore the process of simulating liquids with the new Bifrost FLIP solver (Fluid Implicit Particle solver). Although simplicity is key when learning, this course will show you much more than the basics, it will give you a solid understanding of the theory behind such fluid solvers. Terms such as staggered grids, particle advection, and level-sets will become familiar throughout the course, and by the end of it, you will fully obtain the knowledge that is needed to simulate beautiful water, from a small droplet to a massive ocean. We have decided to mark specific sections of these classes when referring to similarities with Naiad. We think this will help those who used to work in Naiad and now want to transition onto Bifrost. For all the others who are new to this environment, we will cover everything from the ground up so we can mold you into well-educated VFX artists.
cmiVFX приносит вам 'Ultimate Руководство для Майя Радужный мост,' к преподаванию ведущих экспертов в этой области: Диего Trazzi. Этот курс будет изучать процесс симуляции жидкостей с новым Радужный мост флип солвер (жидкости частицы Неявного решателя). Хотя простота является ключевым при обучении, этот курс покажет вам гораздо больше, чем основы, это даст вам твердое понимание теории за таких решателей жидкости. Такие термины, как обухом по голове сеток, адвекция частиц, и устанавливает будет ознакомиться на протяжении всего курса, и к концу его, вы в полной мере получить знания, необходимые для моделирования красивой воды, из маленькой капли огромного океана. Мы решили пометить определенные участки этих классов при указании сходства с Наяда. Мы думаем, что это поможет тем, кто привык работать в Наяда и теперь хотите перехода на Радужный мост. Для всех остальных, кто новичок в этой среде, мы будет охватывать все с нуля, поэтому мы можем формировать вас в хорошо образованных художников визуальных эффектов.
Содержание
IntroductionIn the Bifrost Overview and Concepts chapter, we cover things that you should know about FLIP solvers before you even start learning software related issues. This is our longest introductory chapter on the whole site!
Scientific ApproachThis chapter represents the R&D and LookDev process done before setting up a simulation. In this chapter we’ll consider a complex system such an ocean shore line with crashing waves. To properly emulate such system we will use tables and data collected from real measurements and use them to model a system with physically accurate inputs.
Assets PreparationHow to model and prepare assets to generate accurate level-sets. In this chapter we’ll also look at how to animate and cache accurate and fast caches for wave motion.
Simulation Setup And CachingIn this chapter we’ll setup Bifrost and start simulating at low resolution in order to have fast turnarounds. We will also go though emission attributes, colliders, accelerators and kill-planes. In addition we cache out a high resolution simulation to disk, so we will be able to use this simulation as base for secondary passes such as foam and splashes.
Containers PropertiesIn this chapter we’ll take a look at the properties and features of the containers such as caching, adaptivity attributes, emission attributes, vorticity and surface tension.
Diagnostic DataIn this section we’ll show how to display data in the viewport. Bifrost, as FLIP solver utilizes a combination of grids and particles, which are stored inside tiles. To better understand and optimize the scene performance we’ll utilize the display properties and the new profiler tool available in Maya.
Foam PassIn this chapter, we’ll look at the foam generation and how to add an adaptive camera to a Bifrost foam container and use camera distance to control the resolution of foam particle emission to optimize time and disk-space.
MeshingMeshing attributes and caching are topics covered in this part of the lesson.
RenderingThe Bifrost can either render the mesh that you generate from the liquid, or render the liquid voxels' Isosurface directly. In this chapter we’ll explain benefits for both options and how to use the bifrostLiquidMaterial in mental-ray to render water and foam passes.
Guided SimulationsBifrost implements a technique to guide simulation using either a polygon mesh or a cached, lower-resolution simulation. This allows to perform a detailed, high-resolution simulation that is restricted to the top surface layer to reduce memory and computation time. In particular we’ll take a look at the workflow to generate splashes on top of open ocean water simulation. For this we’ll utilize a guiding body to drive the base simulation, then run a second pass for the splash and foam. This new cache can then be rendered in Mental Ray with Particle Sphere Instancer.
Файлы примеров: присутствуют
Формат видео: MP4
Видео: AVC, 1280x690, 1.85:1, 30fps, 3172kbps
Аудио: AAC, 44.1kHz, 93.6kbps, stereo
Год выпуска: 2015
Производитель: cmiVFX
производителя: cmivfx
Автор: Diego Trazzi
Продолжительность: 8:29
Тип раздаваемого материала: Видеоурок
Язык: Английский
Описание: cmiVFX brings you 'The Ultimate Guide for Maya Bifrost,' taught by the leading expert in this field: Diego Trazzi. This course will explore the process of simulating liquids with the new Bifrost FLIP solver (Fluid Implicit Particle solver). Although simplicity is key when learning, this course will show you much more than the basics, it will give you a solid understanding of the theory behind such fluid solvers. Terms such as staggered grids, particle advection, and level-sets will become familiar throughout the course, and by the end of it, you will fully obtain the knowledge that is needed to simulate beautiful water, from a small droplet to a massive ocean. We have decided to mark specific sections of these classes when referring to similarities with Naiad. We think this will help those who used to work in Naiad and now want to transition onto Bifrost. For all the others who are new to this environment, we will cover everything from the ground up so we can mold you into well-educated VFX artists.
cmiVFX приносит вам 'Ultimate Руководство для Майя Радужный мост,' к преподаванию ведущих экспертов в этой области: Диего Trazzi. Этот курс будет изучать процесс симуляции жидкостей с новым Радужный мост флип солвер (жидкости частицы Неявного решателя). Хотя простота является ключевым при обучении, этот курс покажет вам гораздо больше, чем основы, это даст вам твердое понимание теории за таких решателей жидкости. Такие термины, как обухом по голове сеток, адвекция частиц, и устанавливает будет ознакомиться на протяжении всего курса, и к концу его, вы в полной мере получить знания, необходимые для моделирования красивой воды, из маленькой капли огромного океана. Мы решили пометить определенные участки этих классов при указании сходства с Наяда. Мы думаем, что это поможет тем, кто привык работать в Наяда и теперь хотите перехода на Радужный мост. Для всех остальных, кто новичок в этой среде, мы будет охватывать все с нуля, поэтому мы можем формировать вас в хорошо образованных художников визуальных эффектов.
Содержание
IntroductionIn the Bifrost Overview and Concepts chapter, we cover things that you should know about FLIP solvers before you even start learning software related issues. This is our longest introductory chapter on the whole site!
Scientific ApproachThis chapter represents the R&D and LookDev process done before setting up a simulation. In this chapter we’ll consider a complex system such an ocean shore line with crashing waves. To properly emulate such system we will use tables and data collected from real measurements and use them to model a system with physically accurate inputs.
Assets PreparationHow to model and prepare assets to generate accurate level-sets. In this chapter we’ll also look at how to animate and cache accurate and fast caches for wave motion.
Simulation Setup And CachingIn this chapter we’ll setup Bifrost and start simulating at low resolution in order to have fast turnarounds. We will also go though emission attributes, colliders, accelerators and kill-planes. In addition we cache out a high resolution simulation to disk, so we will be able to use this simulation as base for secondary passes such as foam and splashes.
Containers PropertiesIn this chapter we’ll take a look at the properties and features of the containers such as caching, adaptivity attributes, emission attributes, vorticity and surface tension.
Diagnostic DataIn this section we’ll show how to display data in the viewport. Bifrost, as FLIP solver utilizes a combination of grids and particles, which are stored inside tiles. To better understand and optimize the scene performance we’ll utilize the display properties and the new profiler tool available in Maya.
Foam PassIn this chapter, we’ll look at the foam generation and how to add an adaptive camera to a Bifrost foam container and use camera distance to control the resolution of foam particle emission to optimize time and disk-space.
MeshingMeshing attributes and caching are topics covered in this part of the lesson.
RenderingThe Bifrost can either render the mesh that you generate from the liquid, or render the liquid voxels' Isosurface directly. In this chapter we’ll explain benefits for both options and how to use the bifrostLiquidMaterial in mental-ray to render water and foam passes.
Guided SimulationsBifrost implements a technique to guide simulation using either a polygon mesh or a cached, lower-resolution simulation. This allows to perform a detailed, high-resolution simulation that is restricted to the top surface layer to reduce memory and computation time. In particular we’ll take a look at the workflow to generate splashes on top of open ocean water simulation. For this we’ll utilize a guiding body to drive the base simulation, then run a second pass for the splash and foam. This new cache can then be rendered in Mental Ray with Particle Sphere Instancer.
Файлы примеров: присутствуют
Формат видео: MP4
Видео: AVC, 1280x690, 1.85:1, 30fps, 3172kbps
Аудио: AAC, 44.1kHz, 93.6kbps, stereo
Характеристики
Вес
0.14 кг
Формат
(ВИДЕО)
Год
2015
Тип упаковки
Пластиковый бокс
Количество DVD
2
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