Posted by Duncan Brinsmead, 10 July 2009 9:03 pm

A few years ago I put together a learning Maya Fluids Dvd with Neehar Karnik. It contained numerous tutorial videos along with mel scripts and scene files. The material is still relevant today, although the Dvd was no longer offered in the Autodesk store.
Now the full contents are available here for free to Maya Subscription customers:
Once logged in goto: Training/Autodesk Maya/ Training Videos/Dynamics
As well many of the video tutorials are available to all on the Autodesk youtube channel:
http://www.youtube.com/view_play_list?p=A7756842D6CE3BFD
Note that I would today use nParticles instead of the old system for most of the examples, although for the most part it should be trivial to replace any use of particles with nParticles, as nParticles is derived from classic particles.
Here is the original blurb with the Dvd:
Maya Techniques | Maya Fluid Effects is your key to unlocking the power of Maya Fluid Effects. With a special focus on working with expressions, you'll learn how to combine particle system and fluids to produce a wide variety of effects. Learn how to make full use of fluids by writing expressions. Master water related effects such as creating foam on an ocean surface using both particles and fluid. Learn to create the most effective gaseous effects, as well as flames and explosions. Understand how to work with Fluid Textures plus hints on how the Maya Fluid Navier-Stokes solver can be used for crowd simulation and more. Included with this DVD are dozens of scene files, created by the experts, to help you learn as you work.
225 min
You Will Learn:
Oceans
Oceans and the Height Field Node
Fluid and Expression Basics
Water Shading
Water Spray and Foam
Water Wakes
Rivers and Flowing Liquids
Gaseous Effects
Flames and Explosions
Smoke and Clouds
Snow
Simulations
Data Transfer
Special Uses of Fluids
Crowd Simulation
Sound Waves
Fluid Texture Uses
Please only report comments that are spam or abusive.
13 Comments
Woarkie
Posted 10 July 2009 9:46 pm
Sputniks
Posted 14 July 2009 3:34 pm
Maya Guru
Posted 18 July 2009 3:34 pm
great Man.
Thanks!
Duncan Brinsmead
Posted 30 July 2009 3:41 pm
stooch
Posted 12 August 2009 6:06 am
Duncan Brinsmead
Posted 12 August 2009 3:06 pm
t-ravis
Posted 18 August 2009 12:05 am
Nizan
Posted 2 January 2011 4:10 pm
Not sure if you'll get this, but here it goes.. When working with emitting particles for spray, it seems the if's and setting the lifespanPP slows everything down considerable.. Is there a way around this? (i.e. - without using an if statement)..
Thanks!
Nizan.
Duncan Brinsmead
Posted 3 January 2011 6:47 pm
I don't know if the following would be any faster, but you could try it:
In maya2011 the ocean can be converted to poly using "convert displacement to poly with history". Then do a Boolean with a plane so only the wave peaks are left and emit from that.
Duncan Brinsmead
Posted 4 January 2011 9:17 pm
I'm not sure about your shading problems, but a suggestion would be to not use the ocean shader but instead do everything using the ocean texture as displacement and bump, as well as opacity mapping for a layered foam shader( using the outFoam from the texture).
The ocean shader has its own built in bump and displacement as well as color mapping, which can make it efficient, but it can be somewhat non-standard to use in shading networks( it can work well but you need to understand it ). One thing... if you are raytracing then make the environment ramp on the ocean black because it will add on top of raytraced reflections, washing out shadows and reflections.
Duncan Brinsmead
Posted 5 January 2011 8:00 pm
I think a physics PHD is a great asset when getting work as a TD in simulation or research at one of the larger animation houses that support this kind of work, or in a games or software development company like Autodesk. However getting work in the 3d market( at least in computer animation ) is never easy, and jobs have been a bit tight lately.
Duncan Brinsmead
Posted 11 January 2011 1:33 am
- by using smaller time steps the flow can better resolve incompressibility and high velocity flow, which can sometimes dramatically change the simulation by reducing artifacts (Maya fluid is designed to work with large time steps, but instead of blowing up it tends to have excessive diffusion for large steps)
- In some situations small changes to the simulation can have a dramatic effect on outcomes (the butterfly effect)
- emission currently doesn't occur on substeps, which can lead to some differences, although total emitted should stay the same. However emission does occur on subframes when caching with oversampling.
We try to ensure that the behavior of the fluid is roughly the same for different timestep values, but there tends to be a difference because we have a rather large default timestep.(one step per frame) However there may still be some behaviors that are not properly adjusting for the timestep(i.e. bugs)
The quality attribute controls the amount we iterate on the Poisson solve, thus affects the incompressibility of the flow. Low quality values are less different when using the high detail solve method, because it uses the pressure from the previous timestep as a starting value, while the default method always starts from zero pressure.
mmrender
Posted 6 September 2012 11:28 am
I know it is been a while since the publication of this post, but I wonder if you would know if this DVD is still available in the subscription area. I'm a subscriptor (my company is) but yesterday I couldn't find it.
Thanks,
Manuel
Add Your Comment
You must be logged in to post a comment. Login or Register here