Here is the playblast and render of my assignment for my Maya Fluids project. For this, we simply had to make a fluid container in Maya and adjust the attributes to fit our reference. We were required to do some sort of fire, so I chose to do a fireplace. Overall, I am fairly happy with the result. It could definitely be a lot better, though.
Here is the plan that I wrote out before starting. As always, it's best to have a plan before doing anything.
For this assignment, I plan on making a fluid fireplace
scene. To start off, I want to model simple props for the scene. These will
include a fireplace mantle, a grate, and a large log for the fluid to be
emitted from. These models will be simple and quick because more time should be
spent on learning the dynamics of fluids then modeling. Once all of the assets
are placed in the scene, I will create a fluid container to fit the size of the
fireplace cut out by changing the size and resolution in the Container
Properties tab. This way I can make sure that the fluids are contained to the
specific area of where a real fire would take place. Also, having the fluid
container match the direct size of the fire will cut down on simulation time.
From here, I plan to turn the log
model into a fluid emitter. Once the log is emitting fluids, I will start by
adjusting the density. The fire needs to stay someone transparent, but if it is
too transparent then it will appear as smoke. Raising the density should fix
this. I will not adjust the heat very much, if any, because I don’t want the
fire to rise very much. The same will be said for fuel. Because this is not an
explosion, I do not want to add fuel to the fluid dynamics.
Next, I will go into the fluidShape
tab and adjust the motion and shape. Here, I will adjust the Boundary in order
for the simulation to not cap off at the sides. I will also pay attention to
the Dynamic Simulation. I will adjust the Simulation Rate Scale, in order for
the simulation to play faster. This will help to speed up the flames. Continuing
on with the finer details of the motion, I will move to the Content Details.
Under this tab I will raise the Dissipation to shorten the lifespan, slightly
adjust the Diffusion, and raise the Density Tension so that parts of the flame
can flicker and break off. I will also try the Swirl option under velocity.
Still, this is an option that will only be slightly adjusted, because the fire,
for the most part, will stay stationary. Ultimately, this section will take a
lot of tweaking for me to find a shape and motion that best matches the
reference. Most of my time will be spent on this section.
Once the motion follows the
reference as closely as possible, then I will move into the shading of the
fire. Under the Shading tab, I will change the Color to black and adjust the
Incandescence color ramp, because fire is self-illuminating. I will also make
sure that I add a small amount of Glow to the shading. Because fireplace flames
are thinner at the bottom than at the top, I will adjust the Opacity ramp in
order to match the reference. Once I am finished adjusting the shading
attributes, and I notice any pixilation issues, then I will slightly raise the
Shading Quality. After all of the fluid dynamics are finished, the only thing
left to do is to add an illuminating point light, texture the props in the
scene with a lambert, and then finally render.
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