Water simulations in 3Ds Max no plugins needed

Описание к видео Water simulations in 3Ds Max no plugins needed

Water simulations in 3Ds Max no plugins needed!
Max liquids was introduced in version 2018 based on bifrost it’s a very capable water solver to simulate liquid such as water, honey, beer and much more!
You can use it for your archviz projects or for vfx water simulations such as ocean and rivers.

Follow the steps shown in this short tutorial:
* create a liquid object and open the simulation view.

* Go to emitters and change icon type to custom.

* Add custom emitter object and choose your water source.

* Add colliders and choose your scene objects you want the water to collide with.

* Navigate to solver parameters panel and uncheck Delete Exceeding Particles, this will disable deleting extra water particles over time.

* Go to Transport Steps and increase Adaptivity to 0.5 and Min Transport Steps to 150, increasing this value will help stopping fast particles passing through solid objects without effecting the simulation time.

* Now start solve and wait for the simulation to finish.

* After simulation is finished go to Display Settings panel and change type to Bifrost Cache Mesh.

* Change its settings to your desired look in this example set Surface Radius to 3, Smoothing to 6 and Resolution Factor to 1.5

* Finally disable particles and enable cache mesh and hit simulate again.

* Apply your water material and play the animation.

Notes :
* this solver is voxel based so decreasing the Voxel size will generate higher quality liquid but long simulation times.

* In this example we used the default 0.5 voxel size for illustration purposes when working with fluids its better to start with higher values so you can visualize the liquid faster, start with values like 2 or 1,5 and when you’re happy with the simulation change it to 0.5 and simulate the final result.

* You can add a kill plane if you have water going out of the scene view to kill unnecessary particles for speeding up the sim.

* You can enable the foam solver to generate foam on the water.

* You can add multiple emitters and change each one’s settings separately in the same solver.

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