hello teotavares,
sorry for the slow response. Its been an exceptionally busy week for us.
So the effect that you are trying to do really isnt possible with the current Bifrost evolution. We do not offer any path follow/guide tools to get this effect.
YOu could do something similar by emitting a liquid through a modeled tube as a collider then set the thickness of the collider tube large enough to keep the liquid sim far off of the walls of the tube. You would have to spray it through by using an accelerator to push the sim at a fast rate. YOu could add additional accelerators that spin to create a turbulent agitation to the liquid in key areas but thats pretty much all that there is at the artists disposal right now for this kind of directed workflow.
Hopefully in time there will be more flexibilityin regards to achieving this kind of effect.
Go ahead and try the workflow I have described. If you hit any roadblocks please do not hesitate to ask me for guidance on here.
When we will able to do dirty tricks like customVelocity, customCollision, variable viscosity, etc. with Bifrost ???
Custom means full procedural control. I want to control Bifrost liquid & aero simulation with custom velocity fields.
Default force field (gravity, radial, turbulence, etc.) inside maya is very limited.
Let say, You want to create crown splash effect
1)Create Crown shape model
2)Control its normal direction
3)Use normal direction as force field direction & length of normal vector as magnitude of force field.
Let say, You want to create twister effect
1)Create plane
2)Modify plane normal direction using expression or nodes.
3)Use normal direction as force field direction & length of normal vector as magnitude of force field.
Let say, You want to create boat splash effect
1)take ocean & boat object
2)extract intersection geometry between boat & ocean.
3)Find centroind of boat.
4)Modify normal direction of intersected object from centroid of boat to outward.
5)Use normal direction as force field direction & length of normal vector as magnitude of force field.
Let say, you want to create curve flow effect
1) Take nurbs curve
2) Modify nurbs curve normal to its tanget direction.
3) Use normal direction as force field direction & length of normal vector as magnitude of force field.
Let say, You want to create Debris explosion.
1)Create dummy object.
2)Modify its normal to explosion direction.
3) Use normal direction as force field direction & length of normal vector as magnitude of force field.
in short i want full proceduralism inside maya.
@Steve_Curley
Maya Feedback Site is waste of time. Many people has already requested advanced feature but Maya developer never comes in front of artist to discuss about what they want.
May be in 2050 version we will get proceduralism
The type of proceduralism you mention is exactly what we're working on right now. The Bifrost graph is where all this will happen. Unfortunately, I can't say exactly what this will entail (without getting all official), but this is our goal, and what you have asked for will be quite easy with the right nodes.
BTW I, as well as any other Autodesk staff on this forum, are the conduits through which feature requests are heard. Developers don't generally read or post on these forums; they're too busy writing code!
There is 470 votes under SOUP in Maya feedback,Started in 2012 but still no reply from autodesk team.(http://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum/suggestions/2957565-soup-in-maya...
Right now using Soup nodes we can do lots of procedural things inside maya. But it will be great if autodesk team start to work on this.
Soup is an awesome set of tools that we admire greatly.
But perhaps we would like to do something greater than Soup.
If we were to hypothetically acquire Soup then we would be spending more time on maintaining that toolset rather than focusing resources on creating something greater. Resources are and always have been finite.
Come on guys sometimes it feels like we are working with last gen tools. there are so many things which needs to ctachup. If Maya 2017 doesnt gets any better. I am never looking back to it. Will Move on !
UPgrade PFX & Nparticles for FX sake, Maya Fluid is old & might be forgotten with time. Mayas native RBD ( literally this needs to vanish or get deleted ) ..Just waste of space.
Have much better Bullet integration , Add support for OpenVDB please.
As you can already see some implementation of it but its still in its early phase. A friend of mine single handedly compiled it with current Maya & it works like charm..but the nodes we have are still basic vdb nodes. A further more support for vdb like it has with houdini will be much apreciated.