This is my first attempt after introducing me on the Krakatoa for Maya beta.
It’s very simple, just a fluid simulation affecting an Nparticle system with it’s force fields like velocity and called Fluid driven particles.
This technique is widely used VFX level as it allows particles get realistic movement of a fluid as if it were.
In other post I have a tiny mel script which automates this action and creates a Fluid container with an emitter and nparticle system linked dynamically to this.
Regarding the most important part in the post, yes Krakatoa, I have to say that the guys at Thinkbox software are making a very very very…good job! This beta beta version is very robust and works perfect.
From my experience, I have seen finished softwares with more errors than this first Krakatoa MY beta. Nothing to say about the feedback with the guys at Thinkbox, specially with Bobo and Radka, thats incredible and I have to thank his great contribution to this piece of software and for his help to all people that we are trying this version.
To conclude this post, I summarize this software in three words: FAST, ROBUST and PERFECTIONIST
You can follow this link to know more about Krakatoa for Maya.
Check out my new resume for companies.
Link: Resume 2012
I’m in the process of compiling my reel, so stay tuned.
Since the beginning of 2012, I started working on freelance position as a fluid effect supervisor in the phase of R & D of a feature film, and because of the results obtained by the company with a fluid simulator well recognized in the world of VFX, we decided bet on another not so well known and is making its way even while in beta. Naiad. These are my first impressions working on a couple of shots:
The calculation capacity of this engine is impressive, getting simulate 100 frames with 50 million particles in just over half an hour. Here are 500 frames as the simulation is 50 fps.
Nothing to say about the solver, get to a totally realistic fluids movements without having to resort to effects (like swirl or noise) on water to make it more realistic.
On the other hand, the way you work with nodes to encapsulate the different simulations in passes (main fluid, foam, splash, wet), it’s a very comfortable way of working and you can reuse all your graphs as an assets, for other simulations.
Even the export capacity of the program is very easy to use, I propose here a sample of the “splash pass”, baked with Krakatoa.
As you can see, there are some things to polish in the simulations, some contain flicker and escapists particles, :), but honestly, I wish all problems were those that we had to find a program that is still in beta phase of development.
So much time since the last post!
I created a script based on actions on Maya to drive particles by fluids behavior.
This script makes it easy to set up a basic scene where particles are driven by a fluids with the necessary connections to work properly and not have to perform this task repeatedly every time.
To execute drop on Maya viewport.
I made the script on Maya 2012 Sp1 Osx, but I think there is no problem to work on other versions.
You can download in this link (right button>save as:)
You can view an small test in the video.
Soon I will update with a Pixar Renderman’s motion blur & volumetric cloud particles features test.
I would like to share with you, the parameters that I usually use with Vray for Maya.
These parameters are typically used with jobs that require higher quality than flexibility, such as print campaigns jobs.
Those who still think that Vray is fast as lightning … please wait. It’s fast on many other engines, but when they require extreme quality with a good antialiasing filter and exceding the 8000px, be carefully, render can climb easily over time.
With these parameters we can get these results:
Vray Common Settings:
If you have any question or problems, please, feel free to contact me, :)
Article from the hand of FX-Guide where explains the history of fluids in the field of VFX spiced with scientific explanations of the different fluid generation engines on the market and how to address each one, the key to become dominant in this competitive market.
I’ll take the part of Exotic Matter and its approach to Naiad, although I already knew, never ceases to amaze. Very refined technique and procedures with hints of inspiration from Renderman to create Graph and API, so can not be wrong.
“Fluid sims have become such a vital part of so many visual effects films, yet are not well understood by most general artists. We try and explain the Science behind the State of the Art, with help from our friends at Exotic Matter”
A post from Realflow Wisdom (Jorge Medina), with we can print our Realflow settings from an scene in the preview Captions. Perfect to do test simulations and compare it.
“ A good way to remember your settings when doing testings is printing them in the preview videos.
Switch on the option “Show Preview Caption” in the menu “View”, copy and paste this lines in a new script in the simulationPre tab, you can add whatever parameters you want:”
emitter = scene.getEmitter("yourEmitter01")
visc = emitter.getParameter("Viscosity")
st = emitter.getParameter("Surface Tension")
scene.setPreviewCaption("Viscosity: " + str(visc) + "\n" + "Surface Tension: " + str(st))
Thanks to Jorge. Check the original post here.
A great post from Zeth Willie talking about what we should consider when developing a workflow, what tactics we should use and what not, this will avoid a great loss of productivity, something that accuse some vfx studios.
“Often, no persuasive argument is made for doing this. And of course, money and time are always tight, so things like pipeline infrastructure often are the last things to be dealt with. But in the end it really is like running a burger joint without knowing where you source your meat or potatoes, it doesn’t really make sense to ignore your pipeline when THAT’S THE BUSINESS YOU ARE IN!”
Check out Maya Pipeline.
Hello digital readers,
I’m Juanjo Bernabeu, 3D TD for several years and Co-Founder of The Silence, a VFX studio I put together with my partner Helio Vega, which we are truly satisfied, allowing us to do what we love, create and enjoy creating.
Since I had my first computer at age 11 (the idiot box as my mother calls, xDD), I have always sought the same goal, to learn everything I could to get to do these things so cool and awesome that appear on advertisements and in movies.
Well, now is the time (we are developing our first VFX for a horror movie), which I love to share with you, besides all these years that have passed and I’ve been learning every day more and better.
All these years collecting information Gigas and Gigas spread over the Internet, blogs and more blogs, whole communities dedicated to specific programs, to, finally, get to perform our work as best we can and continue to develop as professionals.
So my intention, if it has not been clear :), is gather in one place, quality information and useful at once, and share my experiences, experiments with dynamic, fluid generation, procedural, and everything that is focused to the VFX for TV or film, especially since the profiles with more responsibility within the various teams that comprise the workflows in film productions.
That’s it, hope you like what you read here from now on and that you enjoy as much as I or more of what we do and will continue to do forever, because we love it. You know, it’s not just a job, :).
Any comments are welcome!