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Published by 542_ict, 2019-02-13 21:59:46

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Water Turbulence  ■  235 4. The Mesh Triangle Size, simply put, controls the size of the triangles in the polygon Figure 8.27 mesh. The smaller they are, the more detail you are capable of creating. (Warning! The Mesh Triangle Smaller triangles mean higher-resolution meshes.) Your goal for the Mesh Triangle Size is set to 0.6. Size is to keep its value as high as possible. Although low values increase accuracy, they come at a price—a price so high your computer might not be able to pay for it. It is very easy to end up with millions of triangles in your mesh. Set the value to 0.6. Figure 8.27 shows the results. 5. A great advantage to converting nParticles to polygons is the availability of Motion Streak, which stretches the nParticle based on its speed and distance over one time step. The result elongates the mesh associated with each streaking nParticle. Change the Motion Streak to 2. Figure 8.28 shows the results. Figure 8.28 The Motion Streak has been changed to 2.

236  ■  Chapter 8 : Floods Figure 8.29 The output mesh with a Threshold of 0.6 Figure 8.30 The output mesh with a Threshold of 0.8 6. Next, modify the Threshold. This controls the blending between nParticles. The nParticles need to blend with each other enough to create stringy bits of fluid as they get tossed around and pull away from the main body of water. Set the Threshold to 0.8. Raising the Threshold also reduces the volume of each nParticle. The effects are most noticeable when the nParticles start to separate from one another. Take a look at Figure 8.29. It shows frame 6 with a Threshold of 0.6. Compare that to Figure 8.30, where the Threshold has been set to 0.8. Notice the highest peak as it separates. With the Threshold set to 0.8, the mesh looks tighter.

Water Turbulence  ■  237 7. The Max Res does not produce any visible effects at this point. However, this seem- ingly innocuous attribute plays a huge role in the simulation. If Max Res is not properly set, the polygon mesh will seemingly disintegrate during your simulation. The nParticles’ output mesh is solved by using a voxel grid similar to Fluids. The voxel grid dynamically changes size in order to compensate for the increasing size of the output mesh. The Max Triangle Resolution puts a cap on how big the voxel grid can get. If the grid size exceeds the set Max Triangle Resolution, the triangles are increased to compensate. If the triangle size increases too much in terms of other settings such as Blobby Scale Radius, the mesh appears to disintegrate (because the triangles become too large for the other settings). Set the Max Res to 500. Take a look at the mesh at frame 50 (Figure 8.31) to see the progress so far. 8. The size of the nParticles’ radius is producing large globules. For the final simula- tion, the emitting nParticles setting is increased to 10,000. Although increasing the number of nParticles makes simulating more difficult, it helps reduce the size of the splashing geometry while maintaining the look of a large volume of water. Because the quantity of the nParticles increased, you need to decrease the Radius. Change the Radius to 1.8 and cache the nParticles. At frame 50, you’ll see the results shown in Figure 8.32. Figure 8.31 The results of the mesh at frame 50.

238  ■  Chapter 8 : Floods Figure 8.32 The results of the mesh at frame 50 with 10,000 nParticles and a Radius of 1.8 Figure 8.33 9. To further refine the look of the geometry, you can alter the size of the Radius and The settings for Radius Scale settings after the nParticles have been simulated. Use Figure 8.33 for the the Radius and new Radius and Radius Scale settings. The two graph values are 0.4 for the first key and 0.68 for the last key. Figure 8.34 shows the new mesh. Radius Scale 10. As mentioned at the beginning of the project, correctly shading the water is not possible in the current version of Maya. A decent work-around, albeit not perfect, is to add an ocean shader to the geometry. Create your own or use the preset, muddy- Water, from the DVD. The key to developing your own look via an Ocean Shader is to set the scale. A scale value between 8 and 15 should do the trick. Figure 8.35 shows the rendered results at frame 50 with the muddyWater ocean preset. To check your work, compare it to renderingWater1.ma on the DVD. You can also watch renderingWater1.mov to see the water in motion.

Water Turbulence  ■  239 Figure 8.34 The results of the mesh at frame 50 with the new Radius settings Figure 8.35 The results at frame 50 with the water shader applied



Appendix About the Companion DVD In this appendix: ■ ■ What you’ll find on the DVD ■ ■ System requirements ■ ■ Using the DVD ■ ■ Troubleshooting ■ ■ Customer care What You’ll Find on the DVD You will find all the files for completing the tutorials and understanding concepts in this book in the Chapter Files directory on the DVD. You can access the incrementally saved Maya scene files, all of the figures shown in the book, and the incrementally created movies of each project. Each chapter directory is divided into subdirectories so you can easily find the files. Figures from the book are located in the Figures directory, QuickTime movies in the Movies directory, and so on. Note that the content for each chapter varies, so some chapters will have more materials than others. All of the Maya scene files are called out in the text of the book. Use these to confirm your settings or test new ideas. The figures are useful to scrutinize detail that doesn’t show up in print. Some can also be used for reference, to match color and shapes. We discourage you from working with Maya project files directly from the DVD. Maya scenes link to external files such as texture maps and dynamic caches, so it’s better to copy the entire project for each chapter to your local drive, including the empty folders, to ensure that the example scenes function properly.

242  ■  Appendix: About the Companion DVD System Requirements To fully use all of the files on the DVD, you will need to be running Maya 2010 or Maya 2009 Unlimited (the software is not included on the DVD). There is no Maya software provided on the DVD. You need to already have a copy of Maya software to use the files on the DVD. Make sure your computer meets the minimum system requirements shown in the following list. If your computer doesn’t match up to these requirements, you may have problems using the files on the companion DVD. • A PC running Microsoft Windows XP (SP2 or higher) or Windows Vista • A Macintosh running Apple OS X 10.5.2 or later • An Internet connection • A CD/DVD-ROM drive • Apple QuickTime 7.0 or later (Download the latest version from www.quicktime.com.) For the latest information on system requirements for Maya, go to www.autodesk.com/ maya. Although you can find specific hardware recommendations on these web pages, there is some general information that will help you determine whether you’re already set up to run Maya: You need a fast processor, a minimum 2GB of RAM, and a worksta- tion graphics card for the best compatibility (rather than a consumer-grade gaming video card). Using the DVD To access the files from the DVD, follow these steps: 1. Insert the DVD into your computer’s DVD-ROM drive. The license agreement appears. Windows users: The interface won’t launch if you have Autorun disabled. In that case, click Start ➔ Run (for Windows Vista, Start ➔ All Programs ➔ Accessories ➔ Run). In the dialog box that appears, type D:\\Start.exe. (Replace D with the proper letter if your DVD drive uses a different letter. If you don’t know the letter, see how your DVD drive is listed under My Computer.) Click OK. 2. Read through the license agreement, and then click the Accept button if you want to use the DVD. The DVD interface appears. The interface allows you to access the content with just one or two clicks.

Customer Care  ■  243 Alternately, you can access the files at the root directory of your computer and copy them to your hard drive from there. Mac users: The DVD icon will appear on your desktop; double-click the icon to open the DVD and then navigate to the files you want. Troubleshooting Wiley has attempted to provide programs that work on most computers with the mini- mum system requirements. Alas, your computer may differ, and some programs may not work properly for some reason. The two likeliest problems are that you don’t have enough memory (RAM) for the programs you want to use, or you have other programs running that are affecting the installation or running of a program. If you get an error message such as “Not enough memory” or “Setup cannot continue,” try one or more of the following suggestions and then try using the software again: Turn off any antivirus software running on your computer.  ​Installation programs some- times mimic virus activity and may make your computer incorrectly believe that it’s being infected by a virus. Close all running programs.  T​ he more programs you have running, the less memory is available to other programs. Installation programs typically update files and programs; so if you keep other programs running, installation may not work properly. Have your local computer store add more RAM to your computer.  T​ his is, admittedly, a drastic and somewhat expensive step. However, adding more memory can really help the speed of your computer and allow more programs to run at the same time. Customer Care If you have trouble with the book’s companion DVD-ROM, please call the Wiley Product Technical Support phone number at (800) 762-2974. Outside the United States, call +1(317) 572-3994. You can also contact Wiley Product Technical Support at http:// sybex.custhelp.com. John Wiley & Sons will provide technical support only for installa- tion and other general quality-control items. For technical support on the applications themselves, consult the program’s vendor or author. To place additional orders or to request information about other Wiley products, please call (877) 762-2974. Please check the book’s website, www.sybex.com/go/MayaStudioProjectsDynamics, where we’ll post additional content and updates that supplement this book should the need arise.



Index Note to the Reader: Throughout this index boldfaced page numbers indicate primary discussions of a topic. Italicized page numbers indicate illustrations. Acute Tetrahedra method, 234, 234 A fireballs, 209 B Add Attribute window, 6, 7 Add Divisions option, 60, 61 funnel clouds, 106 Add Dynamic Attributes option, 6 shock waves, 196 Add/Edit Contents option, 137 tornado dust clouds, 118 Add Per Particle Attribute option Attribute Editor asteroids, 12–13 asteroids, 13 cabin, 173 comets, 9 comets, 9, 16, 17 planets, 6 content detail, 27, 30, 30 Affect Selected Objects option funnel clouds, 106 asteroids, 12 lava, 92–93, 95 fire, 168 particles, 3, 4–6 air planets, 6 as fluid, 26 sandbox, 45 spinning. See tornadoes smoke columns, 76, 79, 84 Air field tornadoes, 112–113 eruptions, 86–87 transparency, 34 shock waves, 195–196, 196 water, 228 Air Push Distance setting, 130 Air Push Vorticity setting, 130 Bend Resistance setting All Grids setting cabin, 130 eruptions, 76 explosions, 202, 202 explosions, 181 sandbox particles, 55 food coloring, 32, 32 funnel clouds, 106 Big Bang, 1 tornadoes, 113, 113 Billow texture, 190–191, 191 All Grids Except Velocity setting, 152 blinn shaders, 233 Along Axis setting, 112, 113 Blob Map setting, 18 Amplitude setting for sun texture, 40 Blobby Radius Scale setting, 233, 233, 237 animated textures, 172 blur, motion, 15, 15 Apply Per Vertex option Booleans for intersecting geometry, 58 planets, 5 borders waves, 229 Apply to Each Vortex option, 228 food coloring, 34, 34 Around Axis setting sinkholes, 60, 60, 65–66, 65, 68, 68 funnel clouds, 106 sun, 40 tornadoes, 112, 113 Bounce setting asteroids cabin, 130 rendering, 19–20, 19–21 explosions, 201 simulating, 11–13, 11–13 sandbox, 47 atmospheric gases and debris in sun, 37 shock waves, 197 Attenuation setting water, 223, 227 explosions, 198, 200 boundaries and Boundary settings fire, 145

246  ■  breaking ground – Conserve setting funnel clouds, 108 sinkhole particles, 62, 64, 66, 68 smoke columns, 74, 84 smoke columns, 75–76, 75 tornadoes, 113, 113 terrains, 126 breaking ground water, 223–227, 224–226 destroying geometry for, 49–56, 50–55 waves, 230–231, 231 natural simulation, 48–49 color sinkholes, 56–69, 57–69 asteroids, 13, 20 Buoyancy setting comets, 9, 16, 18 content detail, 29–30 containers, 26, 26 explosions, 183, 183, 185–186 content detail, 29, 33–35, 33–35 fire, 150, 156–157, 160 explosions, 185, 185, 187–190, 188, 190 fire columns, 214 fire, 146–147, 147 fireballs, 210, 210 fireballs, 206, 206 fuel, 138 fluids, 27 lava, 95 fuel, 141, 144, 144 smoke columns, 85 funnel clouds, 110, 110 tornado dust clouds, 119 lava, 92–93, 93, 100 tornado fluid spread, 115 nParticles, 52, 53 planets, 6 cabin sandbox, 46 fire destruction of, 154–165, 155–166, 172–177, 172–177 C shading, 33, 34 tornado destruction of, 125–132, 126–131 smoke columns, 76–78, 77 caches sun, 37–38, 38 cabin, 131–132, 131 temperature, 33 rendering, 14–15 tornado dust clouds, 119, 119 sinkhole particles, 66–67, 67 tornadoes, 113, 113 waves, 230, 230 caps, volcano, 86–89, 86–89 Color Chooser setting Center Gradient setting, 37 fire, 146 Channel Box, 3, 5 smoke columns, 76, 77 city street scene Color Diffusion setting, 33, 33 Color Dissipation setting, 33, 33 floods, 223–227, 224–227 Color Gain setting, 20 flowing lava, 90–101, 90–101 Color Input channel sinkholes, 56–69, 57–69 sandbox, 46 Close Packing option sun, 37 sandbox, 45 comets sinkholes, 61 rendering, 16–18, 17–18 Cloud particle type, 16 simulating, 9–10, 9–10 clouds Component Editor, 122 comets, 16–17 Component to Component constraint, 68 dust, 116–121, 116–120 Component Type setting, 173–176 funnel, 104–110, 104–110 Compression Resistance setting cold fluids, 33 cabin, 130 Collide Width Scale setting explosions, 202 sinkhole particles, 64 sandbox particles, 55 water, 227, 227 condensation funnels, 104 waves, 230 cone for funnel clouds, 105 collisions Connection Editor, 122, 122 eruptions, 88 Conserve setting explosions, 203 asteroids, 12 nParticles, 50–53, 51–53 comets, 18 tornadoes, 128 waves, 229

containers – Depth Max setting  ■  247 containers crust D content details. See content details Earth, 43–44 explosions, 180–183, 180–183 sandbox for, 45 fire, 145–146, 145–146, 154–155, 155 simulating, 48–49 fire columns, 213, 213 fireballs, 209, 209 cubes for sandbox, 45 fluids, 24–26, 24–26 curve emitters, 11–13, 11–13 fuel, 137–141, 138–141 Curve Radius graph, 112, 112 funnel clouds, 104–105, 105 curves, CVs for, 58 lava, 91, 91 Cut Faces tool, 194, 194 smoke columns, 74, 74, 84, 84 CVs tornado dust clouds, 116, 117 tornadoes, 111, 111–112 for curves, 58 moving, 57, 58 content details, 27, 27–28 Cylinder Volume Axis Field, 126 color, 33–35, 33–35 density, 27–30, 27–30 Damp setting food coloring, 28–30, 29–30 fire, 152 fuel, 33, 33 fireballs, 208 temperature, 32–33, 32 funnel clouds, 109 turbulence, 30–32, 30–32 lava, 101 velocity, 30–32 smoke columns, 85 tornado fluid spread, 115 Contents method setting, 145 tornadoes, 114 convection, 44 converting nParticles to polygons, 235 Damping setting Coordinate Method setting fire columns, 215, 216 sinkhole particles, 62 explosions, 191, 192 fireballs, 204 debris fountains, 104, 116–121, 116–120 lava, 100, 100 Deform Resistance setting, 50, 56 Coordinate Speed setting Delete/Vertex Edge tool, 66 explosions, 191 density and Density setting lava, 100 coordinates comets, 18 containers, 25, 25 container content, 27–30, 27–30 explosions, 191–192, 192 explosions, 182, 185–186, 186 fireballs, 204 fire, 145, 145, 156, 162 lava, 91, 91, 94, 100, 100 fire columns, 214, 215 core, Earth, 43–44 fireballs, 209–210, 209–210 Count field, 4 food coloring, 28–30, 29–30 Create 3D Container option fuel, 138–139, 138 food coloring, 28 lava, 91, 95, 95–96 lava, 91, 91 smoke columns, 78, 85, 85 Create a Physical Sun and Sky option, 133 sun, 37 Create Emitter option, 2 tornado fluid spread, 115, 115 Create Expression option, 12 Density Method setting, 37 Create Fluid Cache options, 132, 132 Density Scale setting, 27 Create nCloth option, 128 Density/Voxel/Sec setting Create New Cache option explosions, 182, 182 cabin, 131–132 fireballs, 206, 206 sinkholes, 66 lava, 91, 95 Create Ramp option smoke columns, 76 asteroids, 13 tornado dust clouds, 117 comets, 9, 9 tornadoes, 114 Create Springs option, 62 Depth Max setting lava, 98, 98 smoke columns, 81, 82

248  ■  destroying geometry for ground breaking – faces destroying geometry for ground breaking, 49–56, 50–55 fluids, 24 E Detach Component setting, 197 particles, 2 F Diffusion setting Earth layers, 43–44 explosions, 183–185, 184 earthquakes, 44 fire columns, 214 Edge Dropoff setting food coloring, 33 lava, 95 explosions, 190 tornado dust clouds, 119 fire, 153 tornado fluid spread, 115 fireballs, 206 Direction setting sun, 37 comets, 9 tornado dust clouds, 119 shock waves, 196 edges of sinkholes, 60, 60, 66 directional lights for tornadoes, 133 Emit Fluid Color option, 29 Directional Speed setting Emit from Object option tornado dust clouds, 118 comets, 9 tornadoes, 112 eruptions, 75 dirt. See ground fire, 155, 155 Dissipation setting winds, 127 content detail, 30 Emit Light option, 20 explosions, 183, 183 Emitter Color setting, 29 fire, 145, 150 Emitter Type setting fire columns, 214 comets, 9 food coloring, 33 explosions, 181, 181 lava, 95 emitters, 8 tornado dust clouds, 119 comets, 9 tornado fluid spread, 115 containers, 26, 26 Draft preset creating, 2–4 asteroids, 19, 19 curve, 11–13, 11–13 tornadoes, 125 explosions, 181, 181 Draw Length option, 106 surface, 8–10, 8–10 Draw Skip option, 106 terrains, 126–127, 127 Dropoff Shape setting Enable Default Light option, 19 explosions, 190 Enable Liquid Simulation option fire, 153 sandbox, 46 sun, 37, 37 sinkhole particles, 62 tornado dust clouds, 119 Enable Spread setting, 87 Duplicate Input Graph option, 4 eruptions Duplicate Special settings, 4 caps, 86–89, 86–89 dust clouds, 116–121, 116–120 simulating, 72–85, 73–75, 77–85 dust shrouds, 104 Exclude Collisions option, 68 Dynamic Grid explosions, 179 color, 26, 26 eruptions, 86–89, 86–89 fire, 145 pyrotechnics. See pyrotechnics lava, 93 simulating, 180–192, 180–192 temperature, 32 Exposure node, 133 Dynamic Simulation settings Eye Dropper tool, 34 explosions, 181, 181, 187, 187 fire, 164 F5 tornadoes food coloring, 32 rendering, 132–135, 132–135 funnel clouds, 106, 109 simulating, 125–132, 126–131 lava, 101, 101 smoke columns, 85, 85 faces, sinkhole, 60–61 volcanoes, 76, 115 Dynamics module eruptions, 88

Fill Object option – glass  ■  249 Fill Object option fire columns, 215, 216 G sandbox, 45 fireballs, 211, 211 sinkholes, 61 lava, 95, 98, 98–99 smoke column texture, 83 fire, 137 sun, 38 comet flames, 9–10, 9–10 sun texture, 40 controlling, 166–172, 167–172 tornadoes, 114 fuel, 137–144, 138–144, 151, 151–152 Frequency Ratio setting house destruction, 154–165, 155–166, 172–177, smoke column noise, 80, 81 172–177 sun texture, 40 pyrotechnics. See pyrotechnics Friction setting simulating, 144–153, 145–153 cabin, 130 eruptions, 88 fire columns, 213–217, 213–219 explosions, 187, 187, 201 fireballs fireballs, 208 lava, 101 explosions, 182–187, 183–187 sandbox, 47 gas station, 204–212, 204–212 shock waves, 197 Flip option, 127 sinkhole particles, 63–64 Flood option, 61 smoke columns, 85 f loods waves, 231 city, 223–227, 224–227 wrecking ball, 51 water fuel and Fuel settings content detail, 33, 33 characteristics, 221–223 explosions, 182, 182, 185, 185 rendering, 232–238, 233–239 fire, 137–144, 138–144, 151, 151–152 turbulence, 227–231, 228–232 fireballs, 208, 208 flowing lava, 90–101, 90–101 smoke columns, 76 Fluid Color setting, 34 Fuel Scale setting, 151, 151 Fluid Dropoff setting, 190 Fuel/Voxel/Sec setting Fluid Effects menu, 24, 24 explosions, 182, 182 Fluid nCache menu, 24, 24 fireballs, 207, 207 fluids, 23 smoke columns, 76 cache files, 132 Fujita scale, 103 containers, 24–26, 24–26 funnel clouds, 104–110, 104–110 content details. See content details fusion, 37 eruptions, 74–76, 75, 78–88, 81–82, 84, 89 explosions. See explosions Gamma setting, 133, 134 fire. See fire gas as fluid, 26 lava, 91–96, 91, 94–95, 100 gas station overview, 23–24, 24 simulation building, 35–36 creating, 193–195, 193–195 sun, 36–40, 37–41 explosion, 197–203, 198–203 tornadoes. See tornadoes fire columns, 213–217, 213–219 water. See water fireball, 204–212, 204–212 winds, 125–128 shock waves, 195–197, 196–197 food coloring Gaussian setting, 9 color, 34–35, 34–35 General Control settings, 4 density, 28–30, 29–30 General Particle attribute, 12 velocity, 31–32, 31–32 geoConnector nodes, 8 fractals glass, 194–195 lava, 97–99, 98–99 smoke columns, 79–83, 81 frame rate, 2 Frequency setting explosions, 191, 200

250  ■  global coordinate system – Invert Attenuation option global coordinate system, 25, 25 tornadoes, 113, 113 I glow and Glow setting velocity and turbulence, 32, 32 hot fluids, 33 comets, 18 house explosions, 190 fire destruction of, 154–165, 155–166, 172–177, fireballs, 206 lava, 100, 101 172–177 sun, 40, 41 tornado destruction of, 125–132, 126–131 Glow Intensity setting Hypergraph comets, 18 cabin, 172, 172 explosions, 190 surface emitters, 8, 8 fireballs, 206 tornado, 121, 123, 124 Glue Strength setting Hypershader, 16 cabin, 130, 173–175, 173, 176 explosions, 198, 201 IBL (Image Based Lighting) setup, 20, 20 sandbox particles, 54 igniting fuel, 137–144, 138–144 shock waves, 195 Ignition Temperature setting, 143, 143 sinkhole particles, 68–69 Image Based Lighting (IBL) setup, 20, 20 volcano caps, 86 Implode setting, 217 Glue Strength Map setting, 173, 173, 175, 176 incandescence and Incandescence setting Gradient setting, 37 gravity, 5, 36 explosions, 187–188, 188, 190, 191 Grid Coordinate method, 191–192, 192 fire, 147, 147, 160, 161 ground, 43 fireballs, 205, 205 destroying geometry for, 49–56, 50–55 fuel, 141 Earth layers, 43–44 lava, 94, 94, 100 natural simulation, 48–49 shading, 33, 34 sandbox, 44–48, 45–48 smoke columns, 77–78, 77 sinkholes, 56–69, 57–69 temperature for, 33 Indirect Lighting tab hair systems for tornadoes, 121–124, 122–123 Hard Surface setting, 92 H asteroids, 20 hardware rendering, 15, 15–16 Haze setting, 134 tornadoes, 133 heat. See also temperature and Temperature setting Inflection setting Earth layers, 43–44 lava, 97, 97 fuel, 142 smoke columns, 82, 82 lava, 93 influenced crust objects, 48 Heat Rate setting, 93 influencing mantle objects, 48 Heat Released setting, 142 Input Bias setting Heat/Voxel/Sec setting explosions, 188–189 explosions, 181, 181 fire, 147, 160 fireballs, 206, 206 fireballs, 205 fuel, 142 funnel clouds, 110 smoke columns, 76 smoke columns, 78 helicity, 103 sun, 37, 40 High Detail Solve setting Input Max setting, 230 eruptions, 76 Input V setting explosions, 181 asteroids, 13 fire, 152, 152 comets, 16 food coloring, 32, 32 Interpolation setting funnel clouds, 106, 107 cabin, 173, 175 fire, 160 Inverse Out UV option, 17 Invert Attenuation option, 106

Jurassic Park – Newton field  ■  251 Jurassic Park, 1 J Make Collide option N Lambert material, 80 eruptions, 88 lava, 90–101, 90–101 smoke columns, 75 law of inertia, 1 mantle laws of motion, 2 layers L Earth, 43–44 Earth, 43–44 sandbox for, 45 water, 221, 221 simulating, 48–49 Life Color channel, 16 Mass setting Life Incandescence channel, 17, 18 cabin, 130 Life Transparency channel, 16 explosions, 200–201 Life Transparency map, 17 sandbox particles, 47, 55, 55 Lifespan Mode setting, 9 sinkhole particles, 62 lifespanPP setting, 9 Max Collision Iterations setting Lift setting, 130 sandbox particles, 53, 53 light sinkhole particles, 62, 64 asteroids, 19–20, 20 wrecking ball, 50–51 explosions, 185, 185 Max Distance setting fireballs, 208 planets, 6–7 fuel, 144, 144 shock waves, 196 smoke columns, 78 sinkhole particles, 62 tornadoes, 133, 135 Max Res setting, 237 Light Emissions settings, 20 Max Temperature setting, 143 Light Released setting Max Triangle Resolution setting, 237 explosions, 185, 185 Maya Hardware renderer, 14–15 fireballs, 208 Maya Software renderer, 14–15 fuel, 144 Mental Ray renderer, 14–15, 19–20, 19–21 liquid mantle, 43–44 Mesh Method setting, 234, 234 Liquid Radius Scale setting, 231, 232 Mesh Smoothing Iterations setting, 234 Liquid Simulation option Mesh Triangle Size setting, 235, 235 sandbox, 46 mia_exposure_simple1 node, 133, 133 sinkholes, 62 motion blur, 15, 15 waves, 231 Motion Streak setting, 232, 235, 235 Live surface node, 57 Mount Spurr, 72, 73 Local Translate Z option, 69 Mount St. Helens, 71, 72 lofted surfaces, 111, 111 Move tool, 57, 58 magma natural simulation in breaking ground, 48–49 eruptions, 73 nCloth material, 44 lava, 90–101, 90–101 cabin, 125–126, 128, 130–131, 130–131, 172 Magnitude setting gas station, 194–195, 197–203, 200–201 eruptions, 87 explosions, 198, 198, 200 M glass, 199 fire, 167, 167 fireballs, 209, 209 mantle, 49 planets, 5 Passive Collider, 50 shock waves, 196, 196 sandbox particles, 54–55 waves, 231 sinkhole particles, 64, 66–69, 67 volcano caps, 86–88, 88–89 nComponent node, 172, 172 nConstraint, 54 nDynamics module, 45 New Hair System option, 121 Newton field explosions, 198–200, 198–199

252  ■  Newton’s laws of motion – presets smoke columns, 78–79, 79 P sun, 40, 41 fireballs, 209, 209 tornado dust clouds, 120, 120 planets, 5, 7 waves, 230 Newton’s laws of motion, 2 Opacity Preview Gain setting, 93 Noise setting and texture opacityPP attribute setting, 10 asteroids, 13 outer core, 43–44 cabin, 175 Output Mesh settings, 233 smoke columns, 80–81, 81 nParticles, 44 Paint Fluid Tools options, 137 caching, 66–67, 67 Paint Tool settings, 138 collisions, 51–52, 51–52 particle clouds for comets, 17 containers, 26 Particle Fill option, 61 converting to polygons, 235 Particle Render Type settings, 11 Mass setting, 55, 55 Particle Sampler nodes sandbox, 45–47, 46–47 sinkholes, 61–67, 62–67 particle clouds, 17 tornadoes, 126–130, 127, 129, 131 water, 232 water, 221–227, 224–227, 233–234, 233 particles, 1–2 waves, 228–230, 228–2321 emitters, 8–13, 8–13 nRigids, 44 nParticles. See nParticles nRigidShape setting, 63 rendering, 14–20, 15–21 nuclear fusion, 37 solar system, 2–7, 3–7 Nucleus node Particles Age setting, 16 animation, 47 Passive Collider setting shock waves, 197, 197 eruptions, 88 sinkholes, 62 nCloth, 50 wrecking ball, 50, 50 sandbox, 45, 47 Nucleus simulation system, 44 sinkhole particles, 64, 66 Nucleus Solver terrains, 126 eruptions, 87 Per Particle (Array) Attributes explosions, 197, 199 comets, 9 sandbox, 47 planets, 6, 7 smoke columns, 76 Perlin texture wrecking ball, 51 vs. Billow, 191 NURBS circles, 11–12, 11, 111 lava, 97, 97 NURBS spheres, 11 smoke columns, 79 NURBS torus sun, 40, 40 smoke columns, 74, 75 Physical Sky node, 133–134, 134 tornadoes, 104–105, 105 O Plane Origin setting, 172 Ocean Shader setting, 238 One File per Frame settings, 132 planets, 4–7, 4–7 opacity and Opacity setting plate tectonics, 44 Play Every Frame setting, 2 comets, 10 Playback Speed setting, 2 explosions, 189–190, 189, 191 Playblast tool, 14–15 fire, 148, 148–149 Plinian eruptions fireballs, 205, 205, 211 fluids, 27 caps, 86–89, 86–89 fuel, 140, 140 simulating, 72–85, 73–75, 77–85 lava, 93, 96, 97 plumes in smoke columns, 79 nParticles, 52, 53 Point Lock option, 123 sandbox, 46, 46 Point Mass option, 47 shading, 33, 34 polygons from nParticles, 235 presets, 18, 213

Production Quality preset – Self Collide setting  ■  253 Production Quality preset, 18 smoke columns, 84 Pull operations, 61 Push operations, 61 tornadoes, 124 pyrotechnics, 193–195, 193–195 Render Settings window explosions, 197–203, 198–203 fire columns, 213–217, 213–219 asteroids, 19 fireballs, 204–212, 204–212 shock waves, 195–197, 196–197 comets, 18 Quads setting, 234, 234 rendering Quality settings, 84 fire columns, 217, 218–219 radius and Radius setting asteroids, 12 hardware, 15, 15–16 nParticles, 45, 45, 52 planets, 6–7, 7 Mental Ray, 19–20, 19–21 sandbox, 47 sinkhole particles, 63–64 particles, 14–20, 15–21 tornadoes, 112, 114, 128 water, 224, 226, 226, 237–238 Q software, 16–18, 17–18 waves, 230–233, 230, 232 tornadoes, 132–135, 132–135 Radius Scale settings, 45, 45, 238 radiusPP setting water, 232–238, 233–239 asteroids, 12 resetting particle simulations, 3 comets, 16, 17 planets, 6, 7 R resolution ramps containers, 24–25, 32 asteroids, 13, 13 cabin, 173, 173, 175, 175–176 explosions, 180, 180 comets, 9–10, 9, 16–17, 17–18 Random setting, 9 fire, 145, 146, 154, 156–165, 156–166 Random Stream Seeds setting, 4, 5 randomness smoke columns, 74, 84, 84 comets, 9 particle radius, 45 tornado fluid spread, 115–116 ranges of color, 38 Rate setting for particles, 3–4 Restitution Angle setting Ratio setting lava, 99, 99 cabin, 130 smoke column fractals, 81 Reaction Speed setting explosions, 202 fire, 151 fireballs, 208 rgbPP setting fuel, 143 Red/Blue Shift setting, 134 asteroids, 13 reflectivity of water, 233 Relax operation, 61, 66 comets, 9 Render Interpolator setting fire, 153 planets, 6 lava, 99 Rigidity setting sandbox particles, 56 wrecking ball, 50 rotating wall clouds, 103 Roundness setting, 18 S sandbox project creating, 44–48, 45–48 ground smashing, 49–56, 50–55 natural simulation, 48–49 satellites, 4–7, 4–7 Saturation setting, 35, 35 Scale Attributes setting cabin, 130, 130 sandbox, 46–47, 46 Sculpt Deformer settings, 127, 127 Sculpt Geometry tool, 61, 66 Section Radius setting, 112 Select Border Edge tool, 60 Self Collide setting explosions, 202 sandbox, 45 sinkhole particles, 62, 64 water, 226, 226 wrecking ball, 50–51

254  ■  Self Shadow setting – Split Polygon tool sky for tornado scene, 133–135, 133–135 smashing ground Self Shadow setting smoke columns, 78, 78 destroying geometry for, 49–56, 50–55 tornado dust clouds, 120, 120 natural simulation, 48–49 sinkholes, 56–69, 57–69 Set from Current setting smoke and smoke columns nParticles, 53 eruptions, 74–85, 75, 77–85 sandbox, 47 explosions, 182, 189–192, 189–192 fire, 146, 156–157, 160 Set Initial State option, 39, 132 fireballs, 204, 211–212, 211 Set to Dynamic setting, 29 Smoothing setting, 234 Shaded Display setting Snap to Point option, 58 Snapping Points feature, 58 explosions, 184–185 software rendering, 16–18, 17–18 lava, 93 solar system, 2–4, 2–4 shading asteroids, 11–13, 11–13 attributes, 33, 34 comets, 9–10, 9–10 explosions, 184–185, 190, 190 planets, 4–7, 4–7 fire, 151, 153, 153, 164 sun, 36–40, 37–41 lava, 93, 99 solid inner core, 43–44 sandbox, 46, 46 Solver Attributes settings, 51, 51 smoke columns, 84, 84 Solver Quality setting, 76 sun texture, 40 Solver Scale setting, 87, 195 tornado dust clouds, 119–121, 119–120 soot, 144, 146–147 tornadoes, 124, 124 Space Scale setting Shading Opacity setting, 40 cabin, 130, 172 Shading Quality setting sandbox, 47 fire, 151, 153, 153, 164 sinkhole particles, 62 lava, 99 water, 223 smoke columns, 84, 84 wrecking ball, 51 tornadoes, 124, 124 Space Time setting Shatter tool, 49 fireballs, 204, 204 shock waves, 195–197, 196–197 smoke columns, 79–80, 83 shovel for sandbox, 47, 48 tornado dust clouds, 120 Simulation Rate Scale setting Special Effects settings, 228 explosions, 186 Specular Color setting, 92 fire, 152, 159, 159 speed and Speed setting fireballs, 208 eruptions, 87 lava, 101 funnel clouds, 106 smoke columns, 76, 85 lava, 95 tornado fluid spread, 115 particles, 3 simulations tornadoes, 114 building, 35–36 Speed Random setting, 3 natural, 48–49 spheres, 4–5 sinkholes asteroids, 11–12, 11, 19 characteristics, 56–57 comets, 9 simulating, 57–69, 57–69 explosions, 180–181, 181 size sun, 37–38, 37 asteroid particles, 13 wrecking ball, 50–56, 50–55 containers, 24–25 splashes, 26 content detail, 28, 29 Split Only From Edges option, 58 explosion containers, 180, 180 Split Polygon tool fire containers, 145, 154 curve templates, 58, 59 fireball containers, 209 sinkhole particles, 66 nParticles, 237 planets, 6 sinkholes, 56–57

spread and Spread setting spread and Spread setting – tornadoes  ■  255 comets, 9 eruptions, 87 shock waves, 195 tornadoes, 115–116, 115–116 sinkhole particles, 68 volcano caps, 86 springs, 62–63, 63 tectonics, 44 Start Frame setting, 3 temperature and Temperature setting Stickiness setting content detail, 32–33, 32 Earth layers, 43–44 cabin, 130 explosions, 182–184, 184, 186 eruptions, 88 fire, 149–151, 149–150 explosions, 201, 203 fire columns, 214, 214 sinkhole particles, 63–64, 64 fireballs, 209–210, 209 waves, 231 fluids, 27 wrecking ball, 51 fuel, 138–143, 139–143 stratovolcanoes, 71 lava, 90, 93–95, 93–95, 97–98 street scenes Temperature Content Method setting floods, 223–227, 224–227 fuel, 139 flowing lava in, 90–101, 90–101 lava, 93 sinkholes, 56–69, 57–69 Temperature Scale setting, 150 Strength setting terrains, 126–127, 126 lava, 95 Texture Color option, 40 tornadoes, 114 Texture Gains settings, 80 turbulence, 31–32, 32, 38 texture-mapped NURBS spheres, 11 Stretch setting Texture Origin settings cabin, 130 explosions, 191 sandbox particles, 55 fire columns, 215 Substeps setting, 62, 64 Texture Time setting sun explosions, 191 detail, 39–40, 40–41 fire columns, 215 simulating, 36–39, 37–39 fireballs, 210 tornado scene, 133 Texture Type setting, 204, 204 surface emitters textures and Texture settings particles, 8–10, 8–10 cabin, 172–173, 173, 175, 175–176 terrains, 126–127, 127 explosions, 190–191 Surface Render setting, 92 fire columns, 215 Surface Threshold setting, 92 fireballs, 204–205, 210, 215 surfaces lava, 96–97, 96, 100, 100 fuel, 139, 140 smoke columns, 79–83, 79–83 lava, 92, 92 sun, 40, 40 tornadoes, 111, 111 tornado dust clouds, 120–121, 120 swirl and Swirl setting water, 232 fire, 145, 156 Thickness setting, 202–203, 203 fire columns, 215 Threshold setting sun, 39 explosions, 192, 192 tornado dust clouds, 119 fireballs, 212 tornadoes, 114, 115 surfaces, 92 velocity, 31–32, 31–32 water, 236, 236 Time Scale setting, 87 tail of comet, 10 Time Slider, 2 Tangent constraint, 124, 124 Tearable Surface constraint T tornadoes, 103 explosions, 197–198 combining parts, 121–125, 121–125 ground breaking, 49, 54, 54 controlling, 111–115, 111–114 dust clouds, 116–121, 116–120 fluid spread, 115–116, 115–116 funnel clouds, 104–110, 104–110

256  ■  torus – voxels Use Plane node V cabin, 172 rendering, 132–135, 132–135 shock waves, 197 spinning air, 103–104, 104 winds, 125–132, 126–131 Use Selected as Source of Field option, 228–229 torus funnel clouds, 104–105, 105 V direction for surface emitters, 8 smoke columns, 74–75, 75 velocity and Velocity settings Transform constraint cabin, 129–130, 129, 172 asteroids, 12 explosions, 198, 201 content detail, 30–32, 30–32 ground, 54 fire, 145 shock waves, 195 funnel clouds, 106, 107 volcano caps, 86 lava, 94, 100 transparency and Transparency settings smoke columns, 76 comets, 16, 18 sun, 37, 39 content detail, 34, 35 tornado dust clouds, 119 explosions, 190, 191 tornadoes, 114–115 fire, 153, 153, 161 Velocity Draw setting fireballs, 206 funnel clouds, 106, 107 fuel, 141 tornadoes, 114–115 funnel clouds, 110 Velocity Scale setting, 31 lava, 93, 93 Velocity Swirl setting tornado dust clouds, 119, 120 fire, 145 tornadoes, 113 smoke columns, 76 water, 233 sun, 39 Transparency Color setting, 110 tornado dust clouds, 119 Trap Inside setting, 12 tornadoes, 114 tremors, 44 Viscosity setting trial and error in simulations, 36 explosions, 186, 186 turbulence and Turbulence setting fireballs, 208 asteroids, 13 lava, 101 content detail, 30–32, 30–32 smoke columns, 85 eruptions, 87, 88 visual effects in simulations, 36 explosions, 184, 200, 200, 202 volcanoes fire, 145, 145, 150, 157, 157 eruptions fire columns, 213–214 fireballs, 207, 207 caps, 86–89, 86–89 funnel clouds, 110, 110 simulating, 72–85, 73–75, 77–85 lava, 95, 95 formation, 71, 72 shock waves, 196 lava, 90–101, 90–101 sun, 38–39, 39 Volume Axis field tornado dust clouds, 119 asteroids, 12 tornadoes, 114, 115 funnel clouds, 104–108, 105–106, 110, 110 water, 227–231, 228–232 tornado dust clouds, 117, 118 Turbulence Frequency setting, 196 tornadoes, 128, 128 Volume Cube emitters, 224, 224 U direction for surface emitters, 8 Uniform field U Volume Curve field fire, 167–171, 168 tornado dust clouds, 117 waves, 229, 229, 231 tornadoes, 111–115, 111, 121–123, 123 universal gravitation for planets, 5 volume curves for asteroids, 12–13, 12 Use Collisions option, 76 Volume Speed Attributes settings, 112 Use Max Distance option, 6 Vortex field, 227–229, 228 voxels containers, 25, 25 smoke columns, 79

wall clouds – Z axis for smoke columns  ■  257 wall clouds, 103 W X water Y X axis Z characteristics, 221–223 containers, 24–25, 25 city floods, 223–227, 224–227 smoke columns, 74 rendering, 232–238, 233–239 and sinkholes, 56–57, 61, 62 XYZ resolution, 116, 116 turbulence, 227–231, 228–232 waves, 222, 222 Y axis for containers, 24–25, 25 ramps, 175 Y Resolution setting, 28, 29 shock, 195–197, 196–197 Y Size setting, 28, 29 simulating, 227–231, 228–232 Y Velocity Scale setting, 94 wind and Wind settings shock waves, 195 Z axis for smoke columns, 74 tornadoes, 125–132, 126–131 Wind Field Generation setting, 130, 130 wrecking ball effect, 50–56, 50–55

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START FROM SCRATCH AND MOVE MOUNTAINS If you want to create the spectacular visual effects you see in movies, this unique, professional-level book is exactly what you need. Packed with step-by-step instruction, it first dissects earth, wind, fire, and water into their basic elements—then shows you how to use Maya’s powerful dynamics tools to simulate or upend nature with breathtaking results. The best part is that you’ll learn by doing. Start from scratch—the way studio professionals do—and create fully rendered results in a series of projects that increase in complexity as you go. See how air moves inside a real tornado, then simulate a twister on a rampage. Learn fluid dynamics, then explode a gas station. It’s all here and more in this no-nonsense guide. • Complete a series of projects and thoroughly master Maya dynamics • Learn professional-level techniques undocumented elsewhere • Tap Newton’s Law and Maya’s Fields/Newton to make satellites orbit around planets • Explore fluid dynamics and Maya fluid effects and design a sun • Combine different simulation systems such as fluid effects, nCloth, and hair to destroy objects • Create volcanoes, tornadoes, explosions, comets, floods, and more • Simulate natural phenomena, then twist reality into fascinating results Create a tornado and set it on its destructive course Render a lava flow VALUABLE COMPANION DVD Find starter, intermediate, and final Maya scene files for every project in the book on the DVD. You’ll also find striking video examples to inspire you. (You must have Maya 2010 or Maya 2009 Unlimited to use the files on the DVD.) About the Author Todd Palamar began his career creating traditional special effects for low-budget horror movies and quickly gravitated to computer animation. After working on numerous straight-to-video movies, he switched gears and entered the video game industry. Todd has extensive freelance experience, including dozens of military and game-style simulations, corporate commercials, and theme park rides. In addition, he has written several Maya books. www.sybex.com/go/mayastudioprojectsdynamics ISBN: 978-0-470-48776-1 www.sybex.com $49.99 US COMPUTERS/Computer Graphics $59.99 CAN


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