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Ultimate Maya BiFrost Guide Volume 1

Gain experience with the process of simulating liquids using the new Bifrost Fluid Implicit Particle...

Length: 3 Hours 48 Minutes 32 Seconds

Price: $69.95

Ultimate Maya BiFrost Guide Volume 1

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cmiVFX brings you "The Ultimate Guide for Maya Bifrost," taught by the leading expert in this field: Diego Trazzi. This course will explore the process of simulating liquids with the new Bifrost FLIP solver (Fluid Implicit Particle solver). Although simplicity is key when learning, this course will show you much more than the basics--It will give you a solid understanding of the theory behind such fluid solvers. Terms such as staggered grids, particle advection, and level-sets will become familiar throughout the course, and by the end of it, you will fully obtain the knowledge that is needed to simulate beautiful water, from a small droplet to a massive ocean. We have decided to mark specific sections of these classes when referring to similarities with Naiad. We think this will help those who used to work in Naiad and now want to transition onto Bifrost. For all the others who are new to this environment, we will cover everything from the ground up so we can mold you into well-educated VFX artists. By the end of this first course you will have acquired not only a firm understanding of Bifrost but also a true understanding of the theory under the hood of this excellent solver. Enjoy The Ultimate Guide for Maya Bifrost by Diego Trazzi.

Chapter Descriptions

Chapter 1 -- Introduction to Simulation Fundamentals

Course overview, structure, and example scene files.

Chapter 2 -- Bifrost Workspace

Getting Started with Bifrost:
    - Bifrost Objects, Nodes and Attributes
    - Bifrost Computation Server
    - Bifrost verbosity and log files
    - Exploring a liquid box example scene

Chapter 3 -- Introduction to Fluid Theory

In this chapter we'll take a look at the theory behind FLIP solvers and how they differ from other systems. We'll analyze the differences between computational fluid dynamics (CFD) and smoothed particle hydrodynamics (SPH). This chapter will explain how CFD and SPH relate to some initial fluid-dynamics studies that were carried out by Lagrange and Euler, and we'll see how their views on this topic lead us to where we are today with software such as nParticles and Bifrost. To help you fully understand collisions and voxelization, I will explain how mesh geometry gets converted into level-sets and sign distance fields.

Chapter 4 -- Solver Attributes

How to setup a scene for fast turnarounds:
    - Simulation in world space
    - Liquid solver attributes:
            - Master Voxel Size
            - Gravity Magnitude
            - Gravity Direction
            - Scratch Cache
            - Enable Disk Cache
            - Caching Control
            - Transport Step Adaptivity
            - Min Transport Steps
            - Max Transport Steps
            - Transport Time Scale
            - Droplet Threshold
            - Droplet Merge Back Depth
            - Surface Band Width
            - Interior Particle Density
            - Surface Particle Density
            - Collision voxel scale
            - Acceleration voxel scale
            - Vorticity

Chapter 5 -- Liquid Emitters and Kill-Planes

Detailed analysis of liquid emitter properties:
    - Emission attributes:
            - Enable Liquid Emission
            - Continuous Emission
            - Conversion:
                    - Thickness
                    - Mode: shell/solid
            - Physical Attributes:
                    - Density
                    - Expansion Rate
            - Artistic Attributes:
                    - Stickiness Strength
                    - Stickiness Bandwidth
    - Kill-planes

Chapter 6 -- Accelerators and Collisions

Working with Bifrost objects:
        - Collisions
        - Conversion Mode:
               - Solid
               - Shell
        - Accelerators
                - Geometry Influence:
                        - Influence
                        - Inherit Velocity
                        - Falloff Bandwidth
                        - Direction Magnitude
                        - Direction
                - BoundaryLayer:
                        - Boundary Layer Strength
                        - Boundary Layer Bandwidth
        - Painting attributes

Chapter 7 -- Caching and display properties

Caching out simulations and display properties:
        - Caching options and BIF file format
        - Processing Options:
                - Enable Background Processing
                - Enable Scratch Caching
                - Maximum RAM Usage (GB)
                - Override Disk Location
        - Displaying particles and voxels:
                - Render quality and filter
                - Particle Display
                - Options
                - Voxel Display Options
                - Clipping

Chapter 8 -- Meshing particles

        - Meshing particles tricks:
                - Displaying droplet channel
                - Clipping a mesh to speed up meshing process
        - Meshing options:
                - Droplet reveal factor
                - Surface and droplet radiuses
                - Kernel Factor
                - Smoothing
                - Resolution factor
                - Flip Face Normals
                - Transferring channels to meshes

Chapter 9 -- Rendering setup: implicits and meshes

        - Rendering setup and shading options: meshes and implicit surfaces rendering
                - Diffuse Color and Weight
                - Diffuse Remap
                - Foam Remap
                - Reflection
                - Refraction
                - Velocity/Vorticity Factors
                - Export meshes with vel and vorticity colorSet

Chapter 10 -- Advanced logging and hidden functions

        - Advanced options for logging, frame oversampling and Python scripting:
                - Graph steps adaptivity
                - Dump state server
                - Python integration for simulation wedges and render automation

About the Instructor

Diego Trazzi is an accomplished effects professional who has been in the industry for more than 10 years. In his earlier years, Trazzi worked with motion capture and as a TD Generalist. His recent award was the Best Single Visual Effect of the Year in the 2009 VES awards. The award was given to him for the highly talked-about "Neytiri drinking shot" in Avatar, which was predominantly Trazzi's contribution for fluid simulations. He was also one of the very few people who helped develop Exotic Matter's "Naiad" since alpha version.

Trazzi has completed a long list of remarkable work on major film titles such as X-men: First Class, Avatar, The A-Team, Harry Potter and more. As a result, he has acquired a broad range of technical knowledge and problem solving skills. At Siggraph 2010, Diego Trazzi gave a presentation on liquid simulation in Avatar, which was one of the highlights of the sessions.

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About Diego Trazzi

Diego Trazzi

Diego Trazzi is an accomplished effects professional who has been in the industry for more than 17 years. In his earlier years, Trazzi worked with motion capture and as a TD Generalist. His recent award was the Best Single Visual Effect of the Year in the 2009 VES awards. The award was given to him for the highly talked about “Neytiri drinking shot” in Avatar, which was predominantly Trazzi’s contribution for fluid simulations. He was also one of the very few people who helped develop Exotic Matter’s “Naiad” since alpha version.Trazzi has completed a long list of remarkable work on major film titles such as X-men: First Class, Avatar, The A-Team, Harry Potter and more. As a result, he has acquired a broad range of technical knowledge and problem solving skills. At Siggraph 2010, Diego Trazzi gave a presentation on liquid simulation in Avatar, which was one of the highlights of the sessions.