I'm running Maya 2019. I'm new to bitfrost. I can't get bitfrost to simulate rain. I've tried a variety of physical models (propellers, sieves) on liquid to get droplets to form, but bitfrost seems to want to keep the liquid in sheets or strands and not break up into bits of water. What I want is to get the effect of rain falling on animated objects partially submerged in water. I want the rain to splatter off the objects as well as to disturb the water (ripples). I haven't seen a tutorial on this. I realize scale is critical to getting the correct effect. I tried a variety of gravity magnitudes (9.8 to 980) physical attribute densities ( 1 to 1000), droplet thresholds, and surface bandwidths. Any suggestions as to how to proceed would be welcome.
Thanks,
Matt
I'm running Maya 2019. I'm new to bitfrost. I can't get bitfrost to simulate rain. I've tried a variety of physical models (propellers, sieves) on liquid to get droplets to form, but bitfrost seems to want to keep the liquid in sheets or strands and not break up into bits of water. What I want is to get the effect of rain falling on animated objects partially submerged in water. I want the rain to splatter off the objects as well as to disturb the water (ripples). I haven't seen a tutorial on this. I realize scale is critical to getting the correct effect. I tried a variety of gravity magnitudes (9.8 to 980) physical attribute densities ( 1 to 1000), droplet thresholds, and surface bandwidths. Any suggestions as to how to proceed would be welcome.
Thanks,
Matt
I also have the same problem, does anyone have any ideas on the subject?
Luck
I also have the same problem, does anyone have any ideas on the subject?
Luck
Hi,
This will be very expensive (in terms of memory requirements and computation time) to do as a single simulation. I suggest that you break it up into separate effects and blend them together in post production. This approach will also give you better control over the different parts.
Good luck!
gray
Hi,
This will be very expensive (in terms of memory requirements and computation time) to do as a single simulation. I suggest that you break it up into separate effects and blend them together in post production. This approach will also give you better control over the different parts.
Good luck!
gray
Thanks I'll try
Luck
Thanks I'll try
Luck
A kludged solution:
Use nParticle1 as points.
Have nParticle1 collide with objects in bitfrost puddle, but not the bitfrost.
Create nParticle2 from collision (I wasn't concerned with bitfrost interacting with these secondary droplets; it would never be noticed).
Convert nParticle1 to Output Mesh (polysurface)with long Motion Streak.
Make polysurface collide with bitfrost.
Basically used Glass Ai shader for polysurface.
Hope this helps.
Matt
A kludged solution:
Use nParticle1 as points.
Have nParticle1 collide with objects in bitfrost puddle, but not the bitfrost.
Create nParticle2 from collision (I wasn't concerned with bitfrost interacting with these secondary droplets; it would never be noticed).
Convert nParticle1 to Output Mesh (polysurface)with long Motion Streak.
Make polysurface collide with bitfrost.
Basically used Glass Ai shader for polysurface.
Hope this helps.
Matt
Many thanks, now I am also trying with Bifrost Graph particles, it look interesting ...
Many thanks, now I am also trying with Bifrost Graph particles, it look interesting ...
I realize I forgot to mention that you need to nCache the entire animation for nParticle1 before you convert to polysurface, because the polysurface animates on the nCache and is incapable of generating its own animation.
I realize I forgot to mention that you need to nCache the entire animation for nParticle1 before you convert to polysurface, because the polysurface animates on the nCache and is incapable of generating its own animation.
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