Maya Dynamics - Basic rain system setup with collisions

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  • čas přidán 10. 09. 2024
  • Uploaded February 7th 2011
    NOTES HERE: This video tutorial shows you how to create a simple rain drop system complete with splashes on collision objects. Uses MultiStreak hardware rendered particles (streak particles could be used too), with a collision event spawning "splash" particles. This is a relatively basic but effective setup for mid-range and distant detail. Much more elaborate particle systems may be required for close-up shots in which the water drops would be seen flowing along a surface from the camera. Also, if you'd like to have more rain falling but not so many actual splashes, set the rain drops (particle1) to "MultiStreak" and the attribute "Multi Count" to something higher than 1, then spread them out far using "Multi Radius"; all of these settings are under the Render Attributes section on the particle's shape node.

Komentáře • 19

  • @MrTheedarkhorse
    @MrTheedarkhorse Před 13 lety

    concisely and efficiently tutored
    THANKYOU

  • @MrTheedarkhorse
    @MrTheedarkhorse Před 13 lety

    Noted/Copied pasted into Notepad
    Thank you for your direction
    And for taking the time :]
    I Will look up the Expressions/Set Driven Key etc in Maya Help and take it from there.
    Awesomeness

  • @BackusCreativeImaging
    @BackusCreativeImaging  Před 13 lety

    @MrTheedarkhorse Well for creating those extra attribute sliders you first use the menu item "Modify > Add Attribute" option. Then you choose a "Data Type" such as string (text), integer (basically a "whole number"), float (a number with a decimal, though technically a float number can have the decimal location change or "float"), boolean (an option that is either on or off, "1" or "0"), etc. You name that attribute, give it a value and range, then you add it to your current selection.

  • @BackusCreativeImaging
    @BackusCreativeImaging  Před 13 lety

    @Schlaflicht The first thing I'd do is make sure you made the proper selections and in the correct order: Select the particle object first (not the emitter, make sure to select the "particle1", it's a transform node), then select the transform node of a geometry object, such as "pPlane1". Now all you do is go under the Particles menu > Make Collide. Default settings are fine. Your particles should register a collision with the object and bounce back when they do.

  • @Enz1612
    @Enz1612 Před 13 lety

    Nevermind, figured it out. Dude this is an AMAZING tutorial !!! just what i needed for my final project :D !!!! thnks alot !! keep em coming !!. P.D. you talk really fast ehehe, I had to watch the tutorial like10 times to get everything. Thanks again dude !!

  • @BackusCreativeImaging
    @BackusCreativeImaging  Před 13 lety

    @MrTheedarkhorse Next you decide how this new attribute will be controlled. Maya has a lot of options for this but I'll mention just a few ways. You might use the Connection Editor to have the attribute control something directly, such as TranslateY of a sphere. Another option is to use a "reactive animation" technique by going to "Animate > Set Driven Key > Set". Set Driven Key lets you have one attribute (such as your new attribute) drive another based on an editable curve.

  • @BackusCreativeImaging
    @BackusCreativeImaging  Před 12 lety

    @Pwner57 I don't think particles are supported by the Hardware 2.0 renderer yet. You can render the particles with the original hardware renderer and composite them with the scene render, or render everything with Mental Ray.

  • @BackusCreativeImaging
    @BackusCreativeImaging  Před 13 lety

    @MrTheedarkhorse Another method is to have the attribute controlled with an expression, which has the potential to get complex since Maya is a 3D environment that can be stripped down to the core and nearly completely customized. For the dropship's landing gear I used Set Driven Key to move Clusters that were affecting some polygon vertices. Clusters can be weighted so there's a lot you can do with them, you can even paint their weights with the "Edit Deformers > Paint Cluster Weights Tool".

  • @BackusCreativeImaging
    @BackusCreativeImaging  Před 13 lety

    @MrTheedarkhorse The Maya help file is always a good place to start, and in a lot of places it's relatively user friendly. There's so much in there, along with plenty of little tricks (too numerable to showcase here) and rarely-used, almost unknown features. Maya requires a significant amount of dedication to learn on an advanced level, and it's too big to "know it all", but the software is very capable at what it does so explore and have a good time!

  • @BackusCreativeImaging
    @BackusCreativeImaging  Před 13 lety

    @MrTheedarkhorse Great, I'm thankful it was helpful! By the way, I like to use proper Maya nomenclature in my videos to avoid confusion; it's consistent with the help file and all.

  • @Pwner57
    @Pwner57 Před 12 lety

    This is a fantastic tutorial! would you happen to know how to render this using Maya Hardware 2.0?

  • @MrTheedarkhorse
    @MrTheedarkhorse Před 13 lety

    Like the NOTES HERE nod to maya :]

  • @BackusCreativeImaging
    @BackusCreativeImaging  Před 12 lety

    @caikens106 Are you sure you set, in Window > Settings/Preferences > Preferences, in the "Time Slider" tab, Playback speed to "Play every frame"? A dynamic simulation is history dependent, and if frames are dropped for real-time playback, you'll get inconsistent results. It could be the cause of your problem.

  • @Enz1612
    @Enz1612 Před 13 lety

    why am I missing the render attributes tab ??? Im on Maya 2011 as well

  • @MrTheedarkhorse
    @MrTheedarkhorse Před 13 lety

    :] Thanks for the reply. I subscribed and saw your 3dbuzz.movies. Ive been going there since they started. (they sent out free cd tutorials back then) You seem good enough to teach there now.
    I would love to see a tutorial on how to set up animations (not sure what the term is) using sliders. Like you do with the robots legs in 'When mechs attack' And the Spaceships' landing gear (that you cut out of your final short)
    Your not obligated of course :] Thanks again

  • @draykinm
    @draykinm Před 13 lety

    nice.

  • @unleashed68alx
    @unleashed68alx Před 12 lety

    Thx a lot, I subbed ^_^

  • @caikens106
    @caikens106 Před 12 lety

    it goes right through my cube object I dont understnad whats wrong

  • @BlackDragonProductions
    @BlackDragonProductions Před 13 lety

    Great tutorial, but you speak a little fast for me, you left me in smoke.