I have a 2 fold question on maya and its grid size, accuracy and how Bifröst liquid sims are handled.
Okay, so, Maya's default working measurements is cm... so if I create a new polygon cube it is 1x1x1 units... therefor 1cm x 1cm x 1cm.
Am I correct in assuming this?
So with this information in mind, why is Maya's default grid setting set to 12 (length and width) 5 (grid lines every) and 5 subdivisions??
So onto the Bifrost question then.
In Roland Reyer's Bifrost Basics webinar (at around the 15:30 mark) he states that 1 grid unit = 1cm and bifrost understands this as being 1m so is this without him changing the grid measurements??
so in other words do you need to convert things in 3 ways to get a accurate approximation of a water simulation?
One Maya grid is 10cm. Create a 10cm Cube and compare.
We dont use this grid at all we turn if off.
Maya is working in cm.
Old Bifrost in Meter.
Hi!
Maya uses 1 default unit as meter for dynamics (by default) despite being labeled "cm".
So just ignore the label and use one default unit as meter.
If you switch units to "meter" in Maya then 1 unit = 100 meter for dynamics.
You can add a simple Gravity field to a cube to confirm this.
okay, so now I have a bifrost issue with scale
Bifrost assumes 1 unit equals 1m
maya's units are 1 unit equals 1cm
so I have modeled everything to 1cm scale, so how would I do a water sim (beach waves) now without killing the system?
Would I have to scale down all my objects by a factor of 0.01 then do simulations?? but then this would break the real world scale for the lighting calculations.
Or should I scale down all my objects by 0.01, then do the sim, export the mesh and sims and then re import the sim back into the original scale scene? But then how would i do/render the foam if I want to render the foam particles? I dont want to mesh those.
Hi!
In Maya almost everything expects one default unit to be one meter despite being labeled "cm".
Also the Intensity values for lights when using Arnold can easily become incredible high when using "cm" as cm for larger scenes and not using a radius or area for the light.
Usually scaling a model is far easier than scaling the values for a simulation,
but you can also scale the simulation by adapting the values for some Attributes.
If you already have a complex lighting setup where you don't want to adapt intensity settings then you should do this, however if light intensity is based on "light size", then a simple scale should work.
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