Fx is my weakness in maya. I am not patient enough to work with them. I hope one day I can have same as your skills. Thank u for this easy step by step tut.
i like the end result. i would probably speed up the "stabbing" of the flames. using a video for reference is essential. smaller flames tend to "stab" the air & disappear immediately after the oxygen is depleted.
This looks really doable. Thanks for a clear presentation. I hope to try soon. One thing that's not clear to me is how you add points to the color and opacity windows.
I did a fire, using these instructions, but it's too fast, so I tried to adjust the parameters and it wouldn't change. Then I lengthened it to 200 frames. I noticed that the later frames were slowed down, so I'm wondering if the ncache is somehow preventing me from changing the parameters in the first 120 frames.
Hello! Thx a lot for the awesome tutorial, it’s super easy to follow. I just have one question, when I render my flame, it looks like the particles are colliding with the box, making it rly noticeable, and there seems to be a lot of smoke (enough to fill the entire box making it even more obvious). How could I fix that? Thx again for the amazing vids :)))
It was pretty helpful n easy a bit complicated at first though I did it ,I juz need to know that for Arnold rendering setting how much sample should we give to get a better result
I followed your instructions but somehow my flame looked like a mushroom/balloon shape (emitting in 360 degree radial direction) and not emitting upwards/tall. (I already turned on the auto resize as instructed). Any advice on what I might have done wrong? Thanks a lot for sharing!
Hello, thank you very much for sharing this tutorial. I have a question. How can we increase the light intensity of the Fluids we have created? I want it to illuminate its surroundings, but I still haven't found how to do it.
Can you share a hypershade workflow for shading this as well as smoke, I tried to work with arnold shaders here but nothing changed in Render view. If I tried to change it using may attributes, it worked though like you did
I have two questions. 1. What should I tweak if I want the fire to emit some brighter light? 2. Will this work without errors if I group the emitter and fluids in an animated shot and parent constraint the group or do I have to do something extra?
Hi;To answer to your first question, lighting should be conducted seperatly. This scene has an omni light at the base of the flame and the illumination comes from there. Your 2nd question is explained in the smoke tutorial in the FX series.
I find this tutorial very useful, however whenever I try to render my image/animation, the flames simply aren't there. Do you maybe know what the problem might be? I'm out of solutions... Thanks!
Can the fire be the only source of light. My fire isnt appearing in the render. There is a mesh light used for the coals in the fire pit which emit light but the fire isnt appearing in a still frame render.
Hi Sarkamari, I have rendering question. I'm trying to render this same fire animation in Maya Arnold using my GPU, but it can't seem to render properly. CPU rendering works just fine, but it takes a long time. With GPU, it renders everything perfectly except the area where my fire animation is happening. I updated my GPU driver already, but it still does the same problem. Script editor says "[gpu] shader name unknown to OptixProgramCache: MayaFluid // [gpu] shader name unknown to OptixProgramCache:MayaFluidData // [gpu] shader ignoring shader /fluid/fluidShape1/shader, node not supported on the GPU" Do you know how this could be fixed?
In viewport my flame is lively and full but no color, in render I can see a bit of color, but very little flame is seen. Like basically nothing with little spots of yellow/orange. Any suggestions?
Hello Sir, just a question, what is the attribute that let me have more influence as a Lightbringer in the scene, I just create the torch but the influence over the walls is not the best, and I want this to be like 70% of the light source in the scene, I need it to illuminate way more.
@@sarkamari Do you recommend to me a way to emulate the effect of the "pulsing light" of a torch? I tried to set the point light as you say but it seems static and kind of fake, so I tried to use a Fractal and animate by "set key" in the color channel but it is not working, nothing is changing when I try to block the influence of white n black as an alpha. I'm gonna check if I didn't activate the checkbox to use alpha as luminance...
How you SEE your fluid when you render with Arnold goes back to the Shading roll-out in your fluidshape1 tab. Play around with colour, opacity and transparency.
Two things to check: make sure to set your Temperature emitter to Dynamic grid ( usually gradient causes such effect). Also your approach will be slightly different if you are using Redshift
Correct . One reason i did not use it in the tutorial. If you really want to use gpu then octane or renderman can be an alternative. Also bifrost is a great replacement if you need to have fluid sim with arnold
I can't believe I'm watching a tutorial with such a nice quality. I'm glad I've found your channel
Omg omg This is easily one of the best tutorials I’ve ever watched on YT. No doubt you teach at ILM. Salute to you and so many thanks from India. ❤
Amazing to hear Amit🙌🏼
man, you are awesome. Haven't even finished but already dropped by the comment section to say thanks for the good work.
You comment just made my day. Truly appreciate your kind words
I'm Japanese.
I want be CG creater in the future.
so, it's a useful video for me.
thanks, and I want more kind of series in Maya VFX.
Awesome...can't believe the quality and the overall explanation of it...well done.
Thank you Kelby 🙏🏼
we want more of these tutorials. they are the best i've seen, easy to understand and easy to do.
Thank you 🙏🏼
Your channel is a hidden gem, thank you very much for all these useful tuts!
Really appreciate your kind words
The best channel of VFX in Maya. thanks
Thank you
play with 1.25x for normal playback . good tutorial
Thank you Chris
Thank you for taking the time in showing us your process. I really like your channel. I'm glad I found it.
Your comment just made my day. It's not everyday that you get a comment like this.
Incredible tutorial very detailed very well explained loved it I’m subscribing keep up the good work
Great to hear
youre amazing bro, thanks
greetings from Mexico
Fx is my weakness in maya. I am not patient enough to work with them. I hope one day I can have same as your skills. Thank u for this easy step by step tut.
Thank you, i've learnt so much! Subscribed!
i like the end result. i would probably speed up the "stabbing" of the flames. using a video for reference is essential. smaller flames tend to "stab" the air & disappear immediately after the oxygen is depleted.
I agree. Thank you for your valuable feedback
Thank you for this 🙏🏻🙌🏻
I really like your videos, really well explained. You deserve more subs.
Thank you very much for the encouraging words.
wow it was just awesome how u explained so well. . best tutorials for fx
Thank you
too good to be true this guy ia amazing
thank you sososososo much genius
This looks really doable. Thanks for a clear presentation. I hope to try soon. One thing that's not clear to me is how you add points to the color and opacity windows.
I did a fire, using these instructions, but it's too fast, so I tried to adjust the parameters and it wouldn't change. Then I lengthened it to 200 frames. I noticed that the later frames were slowed down, so I'm wondering if the ncache is somehow preventing me from changing the parameters in the first 120 frames.
You change the scale rate to fine tune the speed of your simulation
My VFX guru
appreciate it
hello..ur tutorais are very usefull and understantable.. plz do tutorail on bifrost dust and snow
Great tutorial! Thanks! Can you share please how did you add an emissive effect? Is it some sort of light source there?
Yes.a simple omni night with a simple expression to randomised the intensity
Hello! Thx a lot for the awesome tutorial, it’s super easy to follow. I just have one question, when I render my flame, it looks like the particles are colliding with the box, making it rly noticeable, and there seems to be a lot of smoke (enough to fill the entire box making it even more obvious). How could I fix that? Thx again for the amazing vids :)))
It was pretty helpful n easy a bit complicated at first though I did it ,I juz need to know that for Arnold rendering setting how much sample should we give to get a better result
Thank you
I followed your instructions but somehow my flame looked like a mushroom/balloon shape (emitting in 360 degree radial direction) and not emitting upwards/tall. (I already turned on the auto resize as instructed). Any advice on what I might have done wrong? Thanks a lot for sharing!
Best information
Thank you Avinash
Hello, thank you very much for sharing this tutorial. I have a question. How can we increase the light intensity of the Fluids we have created? I want it to illuminate its surroundings, but I still haven't found how to do it.
The shortest hack is to plant a point light in the middle of your fluid and crack up the exposure. Fluids do not emit any lights
Thanks man♥
Thanks a lot man!
Can you share a hypershade workflow for shading this as well as smoke, I tried to work with arnold shaders here but nothing changed in Render view. If I tried to change it using may attributes, it worked though like you did
I have two questions.
1. What should I tweak if I want the fire to emit some brighter light?
2. Will this work without errors if I group the emitter and fluids in an animated shot and parent constraint the group or do I have to do something extra?
Hi;To answer to your first question, lighting should be conducted seperatly. This scene has an omni light at the base of the flame and the illumination comes from there.
Your 2nd question is explained in the smoke tutorial in the FX series.
Awesome .. thank you ..
can we hide the emittor somehow?
Turn off the primary visibility via the Att Editor window
Hi! I did everything but i don’t see any fire in Arnold render expect the polygon... please help
Same
Nice to meet you, nice tutorial, I have a query, this only works for arnold by CPU, I try with GPU and no result. Thank you.
Hi Alberto, Iam glad you found this useful; Yes you are correct: fluidShape node is not supported on the GPU. To use GPU you need to use Bifrost Aero
Sire i made it but i can't able to get the fire's light in the nearby walls which i've kept.what should i do?
Hi
The light can be easily faked. Just place an omni light in the middle of the fire and u will be sorted
@@sarkamari Is that a plugin thing or normal light in arnold?
Awesome tutorial. How would I increase the amount of light that the fire is emitting?
Fluids don't emit light. You need to use an omni Maya light to fake the effect.
Sarkamari I see, thanks!
Or brighten your yellows?
Why not use the move and scare tools?
I find this tutorial very useful, however whenever I try to render my image/animation, the flames simply aren't there. Do you maybe know what the problem might be? I'm out of solutions... Thanks!
Thank you so much for this tutorial!
Is it possible to make the animation of the particle repetitive - loop animation?
The trick is not to move the camera. Animation 🔥 is straight ahead method. So no one should notice any cut
Can the fire be the only source of light. My fire isnt appearing in the render. There is a mesh light used for the coals in the fire pit which emit light but the fire isnt appearing in a still frame render.
THANK YOUUUUUU
Glad you enjoyed the video Carol.
Are fluids really still being used? The technology is older and less efficient than the newer Bifrost, is it not?
Hi Sarkamari, I have rendering question. I'm trying to render this same fire animation in Maya Arnold using my GPU, but it can't seem to render properly. CPU rendering works just fine, but it takes a long time. With GPU, it renders everything perfectly except the area where my fire animation is happening. I updated my GPU driver already, but it still does the same problem. Script editor says "[gpu] shader name unknown to OptixProgramCache: MayaFluid //
[gpu] shader name unknown to OptixProgramCache:MayaFluidData //
[gpu] shader ignoring shader /fluid/fluidShape1/shader, node not supported on the GPU"
Do you know how this could be fixed?
Hi
Unfortunately fluid sims cannot be gpu rendered. Try Bifrost aero for gpu rendering your 🔥
@@sarkamari Thank you for the quick response, sir. I will definitely try that.
In viewport my flame is lively and full but no color, in render I can see a bit of color, but very little flame is seen. Like basically nothing with little spots of yellow/orange. Any suggestions?
What counts is what you see in the render. I suggest you play around with input bias and incondecen colour widget to see if there is any change
How long did it take to render this sequence? Thanks!
Not long really. I believe it took about an hour with the resolution of 720p. Remember that your CPU plays a huge role
@@sarkamari Thanks for your quick reply! An hour is not that much for this result, I'll have it in consideration. ☺
Hello teacher, I would like to know how to remove the rising and burning animation in front of this fire animation, just the burning animation
Keyframe your emission rate attr on your emitter node
What did you click to view the source in 11:56
How do you make the fire illuminate more?
You need to use Maya lights and fake the effect
amazing tutorial thanks, I'm thinking of doing exhaust flames shooting out, are there any tips you could give me pls
،Thank you Ben.
Follow the same workflow. What you might need is a seperate volume axis to be connected to your fluid container
Is there a way to make my fire cast more light in the scene ?
I personally use an omni light with a Rand expression for flickering the intensity
@@sarkamari oh okay thank you thank you
Hello Sir, just a question, what is the attribute that let me have more influence as a Lightbringer in the scene, I just create the torch but the influence over the walls is not the best, and I want this to be like 70% of the light source in the scene, I need it to illuminate way more.
I'd definitely consider using a point as a source of light. Fluid sim doesn’t emit light, unfortunately.
@@sarkamari Do you recommend to me a way to emulate the effect of the "pulsing light" of a torch? I tried to set the point light as you say but it seems static and kind of fake, so I tried to use a Fractal and animate by "set key" in the color channel but it is not working, nothing is changing when I try to block the influence of white n black as an alpha. I'm gonna check if I didn't activate the checkbox to use alpha as luminance...
I can't see the smoke in 4:25 in the viewport neither in the arnold render... I followed the steps perfectly
Sounds like the viewport settings issue. Make sure ao and motion blur button s are off and you're not in the wireframe mode.
tempereture,fuel,color is off not show why
Hello, how can we activate or deactivate the fluid, it is for an animation and I am new to fluids, thanks 😁
Via the 3D container itself. I explain how in the 'Burning Wood' tutorial
@@sarkamari thank you
When I tried the temperature section is inactive. What to do ?
You need to make sure the temperature is set to all grid on the emitter
When i render from arnold i dont see a fire but a cube shaped image. HELPPPPPPPP!!!!!!!!!!!
How you SEE your fluid when you render with Arnold goes back to the Shading roll-out in your fluidshape1 tab. Play around with colour, opacity and transparency.
after one day of practice i realized, I cant render that with GPU............wow
When i render a frame i only see a white box and no fire. Can anyone help me solve this issue. Everything is working fine in viewport
Two things to check: make sure to set your Temperature emitter to Dynamic grid ( usually gradient causes such effect). Also your approach will be slightly different if you are using Redshift
Hi I'm not seeing the smoke in the viewport? :S I can see it in when I render
Yep! Don’t trust viewport 2.0 when it comes to fluids. Always render
Can this work for a fire breath?
For that type of FX you need to utilise Volume axis field to give the fire extra push
Arnold doesn't render my fire
Change your opacity/ transparency settings under shading roll out and introduce more intensity via Incandescence
you gotta use cpu
Correct . One reason i did not use it in the tutorial. If you really want to use gpu then octane or renderman can be an alternative. Also bifrost is a great replacement if you need to have fluid sim with arnold
Only thing i see when i render it is a white box lol
i think you select GPU render instead of CPU. Select CPU rendering.
@@mssinghmandeepthx bro 💪💪