Cons

-Can be very time consuming. Usually artist time -A Fluid cache consists of a single file, this can be a curse when you run out of physical memory and the cache is ruined. Backups are mandatory -Cache files have the scene name attached to them, so they follow their scene. When performing save as, Maya copies the cache file with the scene name in it . Disk hog To cache, or not to cache, that is indeed the question with particles and distributed rendering. Generally speaking, particle disk...

Speed Random

The other emitter attributes should be default NOTE Increase the emission rate to whatever your workstation can handle. The screenshots were taken with a rate of 100 000 5- If you playback the timeline now, the particles are just accumulating above the emitter plane. We have to emit our particles from the ocean surface. Select spray_particleShape , and add the following Creation Expression in Per Particle Array Attributes creation expression floats particles vector ppos pos float pu ppos.x...

Object Display Drawing Overrides ShadingOFF

Object Display gt Drawing Overrides gt Texturing OFF These settings are similar to those of the ocean previewPlane. They allow us to view ocean_emitterPlane in wireframe, but not display any shading, texturing, or rendering. This allows us to view and manipulate the plane at all times without interfering with other elements, or continually toggling Visibility. 3- Add a particle emitter to ocean_emitterPlane. Dynamics gt Particles gt Emit From Object 4- Rename the emitter spray_emitter and the...

Dynamic Relationships

Foam Particle Maya

Fields Coitions Emitters All 5- Connect the OceanFoamTexture1.outAlpha to the oceanShader1.foamOffset 6- Now we need to emit some Temperature into the new foam fluid. Select OceanWakeEmitter1 . Copy the animation curve from Fluid Attributes gt Density Voxel Sec into Heat Voxel Sec. Make certain that they start at frame 15 that's when the boat starts foreword . Alternatively, you can simply connect the two attributes through the Connection Editor 7- When you playback, the foam should be visible...

Connect foamParticle to the curvePortemitter using the Dynamic relationship

Stormy Sea Open Ocean

Now both emitters are emitting into the same floating particle system. Our only problem is that the hull emits too early. We'll add one last element, a top-level control that will allow us to set the foam emission of both emitters 18- Select OceanWakeEmitter1 and add a float attribute called foamParticle Modify gt Add Attribute . Set it to between 3 and 6 . This is our emission multiplier 19- Last step. Create a new expression Windows gt Animation Editors and type motor_emitter.rate...

Tail Size

Dynamic Particles

NOTE If the attributes for Multi Streak Particles do not appear in Render Attributes when you click Add Attributes, just refresh the Attribute Editor by selecting deselecting the particles. When you do a playback. The particles are appearing on the ocean surface When you do a playback. The particles are appearing on the ocean surface 6- Our spray isn't supposed to come off the entire ocean surface, we want it to appear only from the wave crests. To achieve this, we'll generate particles only...

Rendering With Ocean Shader

Here a few common issues related to rendering with the Ocean Shader Displacement Ocean Shader does support Feature Displacement. Also, you cannot map the displacement and bump normalCamera to other shaders, say to try sending the displacement info to a useBackground shader and generate shadow or reflection passes. Reflection Pass Ocean Shader is different than other materials concerning the relationship between specularity and reflection. In most materials, turning specularity OFF results in no...

Open fluidcolorAtPointstartma

In the persp window change to textured view keyboard shortcut 6 . When you playback or scroll through the timeline, the checkered sphere should float above high waves. If the playback is too slow, lower the previewPlane resolution 3- With the floatSphere selected, select the translateY channel and right click. Select Expressions in the dropdown menue In the Expression Editor, type the following or copy paste from the CDrom text file myFloat_expression.txt float an object on the ocean surface...

Open scene fluidoceanstartma

2- Make certain Render Globals are at highest, with Min Max shading samples at 2 and 5 respectively. This will give you a good compromise between speed and quality 3- Preview render the ocean_cam view. Notice how the ocean's waves seem to merge into an irregular noisy pattern on the horizon. This is mainly due to the bump pattern being smaller than one pixel in at that distance and angle. This will cause crawling if rendered in a sequence 4- In the Hypershade, create a Sampler Info node Create...

Finished scene fluidcolorAtPointfinalma

Shader Foam Ocean

We finally get to the goal of this section, demonstrating techniques for boat wakes. The principal way of generating wakes on an ocean shader involves adding to the displacement map. We can do this by connecting textures to the waveHeightOffset attribute of the ocean shader. We ll start with Maya s built-in solution the use of Fluids textures as wakes the addWake tool . This solution offers the closest match between scene preview and rendering. 1- Open fluid_wake_fluid_start.ma . Notice this...

Set foamOffset to

Bake Curves Mel Script Fluid

8- Make the following modifications to the foam_particleShape runtime expression or copy paste from the CDrom text file floatParticlesDone_expression.txt float particles on ocean surface runtime get ocean height at current particle position vector ppos foam_particleShape.position float pu ppos.x float pv ppos.z float cpoint colorAtPoint -u pu -v pv oceanShaderl get ocean height at current particle position vector ppos foam_particleShape.position float pu ppos.x float pv ppos.z float cpoint...