Sunday 1 March 2009

How i produced the flood effects

I will write down with print screen of how i produced the flood effect in realflow and how i intergrated it within Maya. Firstly i started off with having to create the maze environment in maya, i did not want to model the maze as this was just created for the car to travel around and aslo for the flood to take place. Ok the first thing you need to have installed to import the maya scene over to realflow is the realflow plugin, this plugin would allow maya to export a selected object as an realflow SD file for it to be able to work over in realflow. The second important thing you have to do is to triangulate the object you want to imprt into realflow, this allows the object to intergrate with the fluid in realflow. I will paste screen shots of what i just explained about



































Ok once that was done it was time to open up realflow 4, once opened up you would have to create a new project just like any other programe. After doing this i went to file import and went to the location of the realflow SD file i exported out of Maya. Here is a picture of what i have got so far


















Once i had the scene ready it was time to add in the emitters, these emitters are kind of similar to the ones in Maya but not as powerful and effecient then the ones in realfow. The emitter that i picked from the list was an object emitter, the emitter that i used for the sand car effect was the fill object emitter which i will talk about in the next post. The difference between object emitter and fill objct emitter is that object emitter allows the fluid to be produced from any desired locaation. For example the for the flood effect the object emitter would allow the fuid to travel around the object and the object being the scene which i imported from maya. Fill object emitter is used when you want to create a fluid particles inside the object itself, for example for the sand car effect i used the fill object emitter which was used for the particle to emit out of the object. Like the car the particle burst outward from the car as the car was filled with particles inside of it. I hope i was able to explain the difference between the two properly :). I will post the pictures of the what emittes i used and where its then located


















As you can see from the above images i added in a gravity emitter, this was needed so gravity could be applied to he fluid, with out it you would have to fluid travelling upwards. Once this was done i had to apply a mesh to the global link, this would be important as it would be the mesh file which i will import in to Maya. Now i had to apply the setting to the object emitter, wont talk about each changes i made to the settings but i will post a quick screen cap of the settings i chose.


















Setting for the object emitter


















Settings for the gravity emitter


















Settings for the mesh (Important)

Ok now that all the important parts were done it was time to simulate it, this is smilar to rendering out in Maya. The first test i done of the flood effect i had to resolution set as 0.005, this gave out a more jelly looking water and the render time took about 7 hours. As you can see for this flood effet i have raised the resolution to 0.01 i tried 0.5 as a friend suggested over youtube but my PC could not handle it even for a quad core so i had to stick to 0.01. All that was left now was to let the fluid simulation render out. The overall timeit took to render out i think was 29 hours which took about a week because i had a few problems with my computer. Here is a screen shot of the renderd out fluid in realflow


















OK so when the simulation is completed i re opened Maya and opened up the scene which im imported to realflow. Then i had to import only the mesh files which were renderd out from realflow in to Maya. The last step remaining now was to render the scene out in maya and that was it. I already posted the flood effect on the blog but ill post it in this post again


No comments:

Post a Comment