HOW do you not have more subs/views....this is gold. A while has passed since I last used Bifrost and I needed a refresh. Your tut not only refreshed, but gave me the inside, in-depth (lite) look I needed to get a better grip on things, to make sure I don't forget next time. Your channel is something, I'll be adding a good number of views to your videos, rest assured!
Oh my goodness... Once again Maya is making a very simple simulation so complex. We're wanting to pour liquid into a glass, that's it! Lol. All of these tweaks and settings are making my head spin. You'd think there would be a Bifrost preset. However, a very helpful tutorial!
everyone can make a presetes. People work in diffrent scales often. On the other hand yeah if it was that simple those who make watter would be paid cheap.
I am watching as reference to have liquid colliding inside a cube… I just don’t understand which way you created an emitter. Is it a volume one or is that a polygon mesh? Please be specific. Appreciate your time.
I have created a polygonal mesh that acts as the source of liquid. Then in the Bifrost Graph connect the output of the mesh to the input if the liquid source node. You almost do the same thing for the Collider. Create a mesh bring it to the bifrost graph and connect output of the Collider node to the collider input of the simulation node. Hope that helps
Bro, I'm losing my mind here. I've been spending the past hour-plus trying to get a sphere to act as an emitter. The stupid fluid cube and emitter keep popping in at the origin, 0,0,0. Sometimes. I'll place a geometric primitive, like a sphere or a torus, away from the origin, away from my set-up, and then select "Liquid". It'll have a bifrost system attached and do the one-frame drop of particles. If I then move my object into its proper spot in my scene, the fluid system will snap to the origin and I get nothing. When I start off with my emitting geo in the right spot and then assign it as a liquid emitter, same result -- the fluid system pops in at the origin. Any ideas here?
I believe I dealt with this problem in the past, on an old project...if I remember correctly it had something to do with moving the object using world vs object coords, or maybe freeze-framing the object or something of the sort.
Hi Reza, great tutorial thank you for sharing. I am trying to use bifrost to create waterfalls. Do you know how I would make the liquid flow infinite? Also are there any resources you would be able to point me to to get a deeper understanding of all the parameters you mentioned as I don't fully understand how much I need to change each to get my desired result. Thank you!
Hi Monica; It's quite tricky to create a waterfall with bifrost unfortunately simply because we do not have a proper foam (white water) in Maya yet I highly suggest you look into Houdini for that. :)
hey, as soon as i select bounding box and my object, to set collider, the box and all the particles dissapear and i cant see my simulation, the nodes exist in the outliner, i have this issue only when the liquid emmiter is INSIDE the collider object, i want to fill an object from inside, any tips? btw thanks for great content
@@MagnusTheGreat One way to check if the file has been exported is to see if your alembic file has got significant file size (usually over 1GB). Also best to check your physical cache files and make sure they're linked. Can you verify these two items?
Can you help me? When I select GPU for render bifrost fluid, Maya is Stopped responding. In CPU render settings it is run good ,but it hangs when I select GPU. And then I do end task. What I can do?
Před 4 lety+4
I created both liquid and colliders but when I open the node editor it's empty
Hey, yeah. That can be frustrating. Make sure: 1. that the emittor is selected when you go the the node editor. 2. click the icon with the 2 arrows (called, "show input and output connections") in the node editor. I hope that helps/works for you. Lemme know!
To create a cache for a solver simply select a solver or influence in the Boss Ripple / Wave Solver window, and click the corresponding Create Cache icon above it. By default, it uses the Time Slider range but you can double-click the icon to set a different option. Hope this helps
A few areas to check: Collision resolution on your emitter can be lowered to increase the accuracy. Also scene scale plays a role in relation to your particle size and most common case is your actual model. Best thing to test to see if it's the model is to replace it with a much simpler geo and see if it still leaks. Hope this helps
@@sarkamari Soooo... I fixed it. But I do not how. Basically I messed with the colliders voxel thickness and noticed that the results more or less prevented the particles from leaving the bottle, but it unfortunately would offset the collision to be a certain distance from the face the particle was colliding with. I then reset the collider's settings back to default and ran the simulation again just for a false sense of hope and it fixed itself. But worked! I'm glad! I don't know how though haha
Why simple when everyone could be so stupid and mind boggling complicated ? Divide all this into liquid and aero, and you got totally different workflows... even less intuitive and even more horrible workflow. The hope is that some day they might actually unify the workflow, but who needs that ? End of rant.
Yes. You cache only when the geometry is finalised. Otherwise, you turn the meshing off and make your changes, then turn Bifrost meshing back on and cache as alembic. Hope it helps 🙂
@@sarkamari I started there. The sphere seems to be fine, it's when I have it in something resembling a container where it gets strange. Right now I'm using something looking like a french press for coffee. I feel like I'm close with the gravity now, my problem is that the liquid just disappears mid simulation without a change to the object box that signifies the liquid, it doesn't move, but the liquid disappears? I do think I'm close, but I may have to rethink my scene if this takes any longer. (School project)
My guess is it comes from the geo. Best way to do is to simplify the model, get the liquid to work and cache and export the simulation as alembic. Then import the alembic into a new scene, import your current coffee press model and render.
You need to employ a bunch of special tricks just to have 'water' come out of a bottle in a perfectly real life-timed animation.... in short, bifrost's liquid simulation is trash. Either that or it's base settings have nothing to do with water... which actually also means it's trash. :) This is supposed to be the 'industry leader'? facepalm
HOW do you not have more subs/views....this is gold. A while has passed since I last used Bifrost and I needed a refresh. Your tut not only refreshed, but gave me the inside, in-depth (lite) look I needed to get a better grip on things, to make sure I don't forget next time. Your channel is something, I'll be adding a good number of views to your videos, rest assured!
Comments like this simply make my day. Thank you Yossi.
Oh my goodness... Once again Maya is making a very simple simulation so complex. We're wanting to pour liquid into a glass, that's it! Lol. All of these tweaks and settings are making my head spin. You'd think there would be a Bifrost preset. However, a very helpful tutorial!
haha, I feel your pain Andy
everyone can make a presetes. People work in diffrent scales often.
On the other hand yeah if it was that simple those who make watter would be paid cheap.
Maya is harder but more complete! You can put a little bit more of effort but surely you'll dominate the fluid completely :)
Incredibly helpful, thanks so much!!
🙏 Thank you
This video is always wonderful.👍👍👍👍👌👌
Might anyone know how to set up bifrost foam to act like beer bubbles + foam? Then to render it with V-Ray?
Why does accelerator options in Add missing in latest update?
I am watching as reference to have liquid colliding inside a cube… I just don’t understand which way you created an emitter. Is it a volume one or is that a polygon mesh? Please be specific. Appreciate your time.
I have created a polygonal mesh that acts as the source of liquid. Then in the Bifrost Graph connect the output of the mesh to the input if the liquid source node.
You almost do the same thing for the Collider. Create a mesh bring it to the bifrost graph and connect output of the Collider node to the collider input of the simulation node.
Hope that helps
@@sarkamari it did! Thank you for responding back. I just used the outliner and dragged it in the same group as the bifrost liquid mesh.
Best tutorial , thanks
Thank you, Muhammed.
ultra thanks
i cant see any particles when i turn it into a liquid :( and the bounding box shows up at the center of the workspace, nowhere near my objects.
Bro, I'm losing my mind here. I've been spending the past hour-plus trying to get a sphere to act as an emitter. The stupid fluid cube and emitter keep popping in at the origin, 0,0,0. Sometimes.
I'll place a geometric primitive, like a sphere or a torus, away from the origin, away from my set-up, and then select "Liquid". It'll have a bifrost system attached and do the one-frame drop of particles. If I then move my object into its proper spot in my scene, the fluid system will snap to the origin and I get nothing.
When I start off with my emitting geo in the right spot and then assign it as a liquid emitter, same result -- the fluid system pops in at the origin.
Any ideas here?
You ever figure this out? I'm dealing with this at the moment and its killing my workflow
@@snaccmuffin9491 I think I might have, but I stopped working on it months ago and forgot. SORRY!!
I believe I dealt with this problem in the past, on an old project...if I remember correctly it had something to do with moving the object using world vs object coords, or maybe freeze-framing the object or something of the sort.
@@ysiegel I did eventually solve the problem, but I forget how right now.
Hi Reza, great tutorial thank you for sharing. I am trying to use bifrost to create waterfalls. Do you know how I would make the liquid flow infinite? Also are there any resources you would be able to point me to to get a deeper understanding of all the parameters you mentioned as I don't fully understand how much I need to change each to get my desired result. Thank you!
Hi Monica;
It's quite tricky to create a waterfall with bifrost unfortunately simply because we do not have a proper foam (white water) in Maya yet
I highly suggest you look into Houdini for that. :)
@@sarkamari I see, thank you!
realy thank you sir 🙏🙏
Cheers🙏🏼
hey, as soon as i select bounding box and my object, to set collider, the box and all the particles dissapear and i cant see my simulation, the nodes exist in the outliner, i have this issue only when the liquid emmiter is INSIDE the collider object, i want to fill an object from inside, any tips? btw thanks for great content
Its saying that the bifrostLiquid1MeshShape has no polygons :(
At what stage do you get this error?
@@sarkamari After I try to export as a Alembic. I made sure I did everything you did with the numbers and check boxes.
@@MagnusTheGreat One way to check if the file has been exported is to see if your alembic file has got significant file size (usually over 1GB). Also best to check your physical cache files and make sure they're linked. Can you verify these two items?
Samee, how did you solve it? :(((
Can you help me?
When I select GPU for render bifrost fluid, Maya is Stopped responding.
In CPU render settings it is run good ,but it hangs when I select GPU. And then I do end task.
What I can do?
I created both liquid and colliders but when I open the node editor it's empty
Hey, yeah. That can be frustrating. Make sure:
1. that the emittor is selected when you go the the node editor.
2. click the icon with the 2 arrows (called, "show input and output connections") in the node editor.
I hope that helps/works for you. Lemme know!
The box doesn’t go to my emitter it goes to the centre of the workspace, is there a way to fix this?
Keep an eye on your cache playback bar on your time slider. On average machines in particular Maya needs to buffer the simulation
i am not able to find my boss cache kindly help me in figure this out
To create a cache for a solver simply select a solver or influence in the Boss Ripple / Wave Solver window, and click the corresponding Create Cache icon above it. By default, it uses the Time Slider range but you can double-click the icon to set a different option. Hope this helps
Man my particles are just leaking out of my bottle and I don't know why. No matter how exact I set the master voxel size, it just falls out anyways.
A few areas to check:
Collision resolution on your emitter can be lowered to increase the accuracy. Also scene scale plays a role in relation to your particle size and most common case is your actual model. Best thing to test to see if it's the model is to replace it with a much simpler geo and see if it still leaks.
Hope this helps
@@sarkamari Soooo... I fixed it. But I do not how. Basically I messed with the colliders voxel thickness and noticed that the results more or less prevented the particles from leaving the bottle, but it unfortunately would offset the collision to be a certain distance from the face the particle was colliding with. I then reset the collider's settings back to default and ran the simulation again just for a false sense of hope and it fixed itself.
But worked! I'm glad! I don't know how though haha
it really is baffling why Autodesk would make Bifrost's default scaling is 1 metre per grid square when mostly every single user works in centimetres.
Why simple when everyone could be so stupid and mind boggling complicated ?
Divide all this into liquid and aero, and you got totally different workflows... even less intuitive and even more horrible workflow.
The hope is that some day they might actually unify the workflow, but who needs that ?
End of rant.
@@sanjios well said!
we us 1/10 of a world scale....
@@sanjios 6
Does this works with Vray?
Yes. Any shader can be applied to the alembic after you import it into your scene
@@sarkamari Thanks! Another question. If I want to change the movement and I have to cache again, what do I do?
Yes. You cache only when the geometry is finalised. Otherwise, you turn the meshing off and make your changes, then turn Bifrost meshing back on and cache as alembic. Hope it helps 🙂
for some reason this isn't working for me and I've been trying for the better part of a week now
My suggestion is to try the workflow on a much simpler object (a poly sphere) just to make sure you're getting the steps right.
@@sarkamari I started there. The sphere seems to be fine, it's when I have it in something resembling a container where it gets strange. Right now I'm using something looking like a french press for coffee.
I feel like I'm close with the gravity now, my problem is that the liquid just disappears mid simulation without a change to the object box that signifies the liquid, it doesn't move, but the liquid disappears?
I do think I'm close, but I may have to rethink my scene if this takes any longer. (School project)
My guess is it comes from the geo. Best way to do is to simplify the model, get the liquid to work and cache and export the simulation as alembic. Then import the alembic into a new scene, import your current coffee press model and render.
chetory irani
looks shit for 2020 or even 2010. Get on it Autodesk!
You need to employ a bunch of special tricks just to have 'water' come out of a bottle in a perfectly real life-timed animation.... in short, bifrost's liquid simulation is trash. Either that or it's base settings have nothing to do with water... which actually also means it's trash. :) This is supposed to be the 'industry leader'? facepalm