Sim­u­late wa­ter in Maya and Phoenix Fd

3D Artist - - CONTENTS -

For a per­sonal project i wanted to make an homage to the camel Tro­phy that aired on TV in the 1980s and 90s – where the iconic De­fend­ers went to places where no car has ever been be­fore. These cars were pushed to the max and had to con­quer wa­ter mul­ti­ple times dur­ing their ad­ven­tures so splash­ing wa­ter would add some ex­tra punch to the vis­ual i wanted to make. For this vis­ual i’m us­ing Maya, Phoenix FD and V-ray. it’s sur­pris­ingly easy to set up – i like us­ing Phoenix FD for its sim­plic­ity. in this tu­to­rial i’ll show you how easy it is and in a few steps you can create great-look­ing wa­ter ready to use in your vi­su­als or an­i­ma­tions. 01

Create the wa­ter base mesh First create a solid mesh for your ter­rain – this is the floor of the scene. To make this floor work with Phoenix FD, it has to be a solid mesh, not a plane. next, create a cube that will be­come the wa­ter base mesh and po­si­tion it where you would like to have wa­ter. There is no need to make it big­ger be­cause the rest is not vis­i­ble by the cam­era. se­lect the meshes and ap­ply a Boolean to cut off the bot­tom of the wa­ter cube mesh. This is the mesh that we are go­ing to sim­u­late with Phoenix FD. 02

Build the sim­u­la­tion space To make sure the wa­ter does not float away from our floor mesh, create some large cubes that will hold the wa­ter. These cubes have to in­ter­sect with the floor, oth­er­wise wa­ter will pour out. Be sure they will be out­side the cam­era view. 03

Make wa­ter mesh ready for sim­u­la­tion

To speed up the sim­u­la­tion, se­lect the wa­ter mesh. in the at­tribute edi­tor, un­der the shape tab, se­lect At­tributes and go to Phoenix FD. There you can add Phoenix FD node Prop­er­ties. Once added, scroll down to ex­tra Phoenix FD At­tributes and make sure you mark the ini­tial Liq­uid Fill.

This way, the whole mesh will be filled at frame 1 once the sim­u­la­tion starts. 04

Set up sim­u­la­tion space create a Phoenix FD fluid sim­u­la­tor by click­ing on the icon in the left cor­ner. Then draw a cube slightly larger then the wa­ter base

mesh. Make sure the bot­tom of this con­tainer is also at the same place as the bot­tom of the wa­ter base mesh. in the at­tributes of the sim­u­la­tor, set it to liq­uid and then set your cell size as it’s scene size-de­pen­dent. The bound­ary con­di­tions can be set to Y – Jammed (-); this makes sure the wa­ter can’t go be­low the fluid con­tainer. For foam and air bub­bles, scroll down in the at­tributes and in the foam tab click en­able Foam. 05

An­i­mate the car and start sim­u­lat­ing An­i­mate the car from out­side the con­tainer into the con­tainer. De­pend­ing on the speed of your an­i­ma­tion, the splashes will be higher or lower. i also an­i­mated the wheels so the wa­ter will in­ter­act with the tyres. When done, set your time slider to frame 0 and hit the start sim­u­la­tion but­ton in the Phoenix FD shelf. stop the sim­u­la­tion when you are sat­is­fied with the splashes. note that Phoenix FD is writ­ing big cache files de­pend­ing on how many par­ti­cles you use. To speed up sim­u­la­tion time, write cache files to a lo­cal ssd drive and/or change your cell­size. 06

Wa­ter shader create a new V-ray ma­te­rial and set the dif­fuse colour to black, the Re­flec­tion Glossi­ness to 0.950 and the re­frac­tion colour to white.

The IOR of wa­ter is 1.33 and now you have per­fect clear wa­ter. But for this scene i need some brown­ish murky wa­ter. Give the fog colour a sandy colour and set the mul­ti­plier to 0.750 (scene size-de­pen­dent). now it’s still clear but with a brown­ish tint to it. change the Re­frac­tion Glossi­ness to make the wa­ter more murky. The higher the num­ber, the clearer the wa­ter gets.







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