Wow Wow Wow!!! i have never seen such a well explained maya tutorial in my life! And it was only five mins! this is how every maya tutorial should be explained on the web! thank you so much. I'm exited to see your other quick tip tutorials!!!
Hello there! I followed this tutorial using a photogrammetry head mesh. I came across a lot of issues with it not wanting to return to the original shape despite "Enable Falloff" being turned off and "Drag" being played with. I finally figured out that for some reason it didn't like the fact that the photogrammetry was a plane so had no thickness. This isn't picking at the tutorial at all, just a workaround I found for anyone else having similar issues! :) I'll be uploading the final vid soon, thank you for your help with this project!
IMPORTANT: You need to increase the "Max Distance" in the Falloff settings of the Motion Field, or turn off the Falloff altogether. Otherwise the liquid will just fly away.
Hi...Awesome tutorial... I followed all your steps, but my liquid wasn't going back to the original shape...But I was able to solve it.. I figured out I had to increase the magnitude of the field and also apply a value of 1 for the drag normal value...
Thank you for this, really helpful! I was just applying the Normal Drag value and still testing it but I'll also play around with the magnitude of the field to achieve a similar result to the video. I've also found that under bifrostMotionFiledContainer > Geometry > Max Distance increasing it has an impact on that as well I think, for me putting it at 2 seems to work relatively well, but I'm still testing to make sure I understand what it does.
Great video, but seeing results after more steps would be very useful. We can't see how everything you do affects the particles until the final result. Having visuals along the way would be an excellent inclusion in this video.
Great vidéo Roland. Very inspiring. It took me one hour to guess that when you played your cache (already computed), your fricton parameter was like 8. this is why people didn't experience the same result... and still i am not sure about that
You could've shown how it looks on playback before the particles drag back to original position but you just explained it.. showing it would've been great to understand.. and also show how you turned the particles into mesh and given the texture and rendering in a briefing..
I KNOOOW thats literally one of the most important parts. How did he add the mesh? he just says he did somehow. how did he make it look like the water at the end? IDK how you just decide to skip something important.
In regards to turning the particles into mesh: 1. in the LiquidShape tab > under 'Bifrost Meshing' > click on 'Enable' 2. in the LiquidShape tab > under Display > disable Particles 3. (optional) Assign Lambert material (this is to achieve the desired look in the viewport but I haven't tested rendering yet so not sure about rendering materials). . You can also play around with some of the options under the Bifrost Meshing set of attributes, there might be another way of achieving this but I just thought I'd share this in case someone else is still looking for it.
How to really make it jump back to original shape as the head in the intro? When I do it like in the tut, liquid never settles back to the shape... How your ball enters the donut almost as a needle? There must be some other settings, maybe in the fluid parameters? What is the size of the donut? In cm or m... That is very important info! I cannot replicate this at all... It wobbles and after a few seconds it even starts resonate and excite more and more! How to tame it, to bring it back to a standstill? Thanks.
Hi, in the "liquidShape" in the section "Bifrost Meshing" enable the mesh (conversion to polygons) and assign a shader to the "bifrostLiquidMesh" object.
Im having problems with a part of the liquid sticking and being dragged out by the collider and not returning while the rest of the liquid goes back to the original object, any idea why? I followed the same steps as you and I believe everything is on default for me.
Maybe you need to turn off the "Enable Falloff" in the Motionfield. When the liquid gets out of that range then it won't return. But can be useful if you want to transport the liquid into another shape (another geometry with a motionfield).
Juan Martín Rivera González : by default there is a water shader attached to these Bifrost liquids. In the Bifrost object you can turn on the “Mesh” option to create a polygon surface, that can carry any kind of shader.
Amazing! Thanks I don't have the same result but it's really impressive. I have a question about the rendering. Can we have the alpha channel for bifröst? And what the advantage to have the BiFröst Meshing enable?
when you enable meshing, you create a mesh from the particle system that you can then apply a shader to , instead of just the particle system that shows as dots.
I have 2 questions. Why does my fluid container sometimes appear away from the object I'm trying to turn into fluid, and how do I make an animated object into fluid so the fluid follows it when it moves?
just click on the 'go to start of playback frame' button on the time slider (the one that looks like two play buttons pointing to the back), I think this just happens because of the auto caching (this will happen after every edit because it caches automatically so that you can play it back in semi-real-time I think, I might be misunderstanding something about this function but I think that's roughly what it does).
Sir after applying motion field to the object with the along normal -5. even before colliding the sphere the liquid is traveling towards -x axis direction
Monty Kumar : the resulting geometry doesn’t have any UV coordinates. There’s a new geometry for every frame. What you could do, though, is to give the liquid particles custom attributes and drive shader colors with those attributes.
i'm trying to create this Terminator effect where the figure appears from a puddle of liquid metal. it kind of works ... but the geometry shape is only very roughly recreated . Even with low voxel size. Any hints on this?
Is the liquid behavior very important? If not, you could try the new Bifrost 2.1 which does not (yet) have the liquid simulation like Bifrost 1, but it can turn geometry into a volume, make an isosurface from it and there you can adjust the resolution so that you get closer to the geometry.
how do you scratch cache? I've done everything step by step but mine im using a sphere as the mesh and at the end its like a hole is in it pouring water out? i also tried unchecking enable falloff but still get like the mesh was pierced and it wont go back to its original shape...
Hi Kristina, for the scratch cache you need to "Enable Background Processing" in the dialog "Bifrost Fluids->Bifrost Settings...". If the liquid/particles don't return to the original shape: - re-create the Motionfield (to make sure you had the geo and liquid selected properly) - make sure you have set some magnitute - try if the other aspects of the field do something (like "Directional")
Hi!! I followed every step in your tutorial with the torus shape but when i rendered it with arnold it just came out as a blob of floating water (without the hole in the middle) and theres no splashes at all ;-; pls help edit: now that i rendered it, it doesnt go back to its original shape ;-; it just floats away like theres no gravity and is it possible to combine this with a mocap data? so using bifrost with a mocap geometry
@@RolandReyer no ill try but what i tried is that i tried convert the animated model into liquid it didn't work the grid stays in the starting position
hi roland! i have 2 questions and problems haha first, the geometry dont back to his shape D: and second i cant see the arnols render, please help!!!!!!!!!!!!!!
Hi Thomas, in the Motionfield under "Geometry" you need to uncheck "Enable Falloff". For Arnold you need to make sure that the plugin "mtoa.mll" is loaded.
Did you check that "Play every frame" is on in the Animation Settings? When you have the "Background Processing" enabled in the Bifrost Options then the timeline should show the cache that it builds (green) and only those portions of the timeline show the water simulation.
that did work, thank you! Now I'm trying to figure out why the liquid isn't returning like yours did. I have all the same settings for 'Along Normal;, and even Drag at the top. I'll keep playing with it!
Thank you :) For the welding effect: depends a lot on what you want to show. A liquid metal surface like solder? Electro/gas welding with light effects? A visualisation of welding (no light FX)? Which aspects are important? (the motion of the liquid metal? the end shape?)
Hi, how are you? Amazing tutorial, but I need your help, my PC doesn't run maya fluid well, can you check if my configuration is good? My PC config.: AMD Ryzen 7 2700X - 16GB RAM - NVIDIA GeForce RTX 2070 - 2TB HDD + 240GB SSD Do you think that my cpu is enough to run fluids? Thanks
u need to know that bifrost and everything having dynamics are heavy no matter what pc, theres no liquid smooth build no matter what u make sli with, it does get close to that in very very heavy build of quadros on sli but hey, u gonna sell urself for that.
This video is amazing, and you've done such a great job.. But I have been working on this for FOUR days and my settings must be off, or I'm missing some steps or something because I cannot recreate this to save my life.
Hi Megan, please make sure that "Enable Background Processing" is ON in the Bifrost Options. This will also turn on "Enable Scratch Cache". The colors in the Timeline won't work in Maya 2019, that's a known issue. In the Motionfield turn OFF "Enable Falloff".
sir , can i get your email id if you are interested in taking a webinar in our vfx school for bifrost. And my college is also open for your fees . please reply
sorry i am really new to Maya and i did some research , i just didn't cache my frames so my pc didn't process all of them that's why it disappeared, i got it fixed thanks for making the tutorial though
If we move frames manually from timeline then particles will disappears after some frames for resolving that just play the animation then it wont disappear
The video has the wrong title slide and nobody ever noticed!
Hi, I'm on Maya 2016 in my school, and on I don't have Motion Field in the Bifrost, any way to replace it on 2016 ?
@@alexismaquaire6201Hi Alexis, as a student you can use all Autodesk software for free! Visit www.autodesk.com/education/free-educational-software
Roland Reyer I disliked
@@nedkelly6286 Never mind. I know that my German accent is hard to bear.
@@AlecrimVirtual Which version of Maya are you running?
Slow performance could result from the settings in the Bifrost menu regarding cache.
Wow Wow Wow!!! i have never seen such a well explained maya tutorial in my life! And it was only five mins! this is how every maya tutorial should be explained on the web! thank you so much. I'm exited to see your other quick tip tutorials!!!
Hello there! I followed this tutorial using a photogrammetry head mesh. I came across a lot of issues with it not wanting to return to the original shape despite "Enable Falloff" being turned off and "Drag" being played with. I finally figured out that for some reason it didn't like the fact that the photogrammetry was a plane so had no thickness. This isn't picking at the tutorial at all, just a workaround I found for anyone else having similar issues! :) I'll be uploading the final vid soon, thank you for your help with this project!
Helped me out a lot for my animation class, didn't know you could do that in Bifrost!! Thxs for the help!
IMPORTANT: You need to increase the "Max Distance" in the Falloff settings of the Motion Field, or turn off the Falloff altogether. Otherwise the liquid will just fly away.
Did anyone noticed that this video has no thumbs down? ;)
It's is a rarity! Great tip! Thx!
How did you make it have a lambert? Would be nice to see because how I normally do it doesn't work
In "MotionField" must be disabled "Enable Falloff" if you in centimeters.
Hi...Awesome tutorial... I followed all your steps, but my liquid wasn't going back to the original shape...But I was able to solve it.. I figured out I had to increase the magnitude of the field and also apply a value of 1 for the drag normal value...
Thank you for this, really helpful! I was just applying the Normal Drag value and still testing it but I'll also play around with the magnitude of the field to achieve a similar result to the video.
I've also found that under bifrostMotionFiledContainer > Geometry > Max Distance increasing it has an impact on that as well I think, for me putting it at 2 seems to work relatively well, but I'm still testing to make sure I understand what it does.
Thank you for this!! I also had the same issue.
Thank you!! I am learning Bi-frost and this was very informative.
Thank you :)
Thanks for the tutorial, it's very useful. Also I enjoy your Werner Herzog accent ;)
Great video, but seeing results after more steps would be very useful. We can't see how everything you do affects the particles until the final result. Having visuals along the way would be an excellent inclusion in this video.
Vielen dank Herr Reyer!
Great vidéo Roland. Very inspiring. It took me one hour to guess that when you played your cache (already computed), your fricton parameter was like 8. this is why people didn't experience the same result... and still i am not sure about that
Nice, :) fast and simple the way I like it to understand the tool.
Thank you very much for your tutorial
It's a great talk
Thank you :)
You could've shown how it looks on playback before the particles drag back to original position but you just explained it.. showing it would've been great to understand.. and also show how you turned the particles into mesh and given the texture and rendering in a briefing..
vipin prasad Thank you for your comments. I’ll keep that in mind for my next video.
I KNOOOW thats literally one of the most important parts. How did he add the mesh? he just says he did somehow. how did he make it look like the water at the end? IDK how you just decide to skip something important.
In regards to turning the particles into mesh: 1. in the LiquidShape tab > under 'Bifrost Meshing' > click on 'Enable'
2. in the LiquidShape tab > under Display > disable Particles
3. (optional) Assign Lambert material (this is to achieve the desired look in the viewport but I haven't tested rendering yet so not sure about rendering materials).
.
You can also play around with some of the options under the Bifrost Meshing set of attributes, there might be another way of achieving this but I just thought I'd share this in case someone else is still looking for it.
How to really make it jump back to original shape as the head in the intro?
When I do it like in the tut, liquid never settles back to the shape... How your ball enters the donut almost as a needle? There must be some other settings, maybe in the fluid parameters?
What is the size of the donut? In cm or m... That is very important info! I cannot replicate this at all...
It wobbles and after a few seconds it even starts resonate and excite more and more! How to tame it, to bring it back to a standstill?
Thanks.
Exactly my question man! I have the same doubt. @Ronald Reyer please reply....
@@nikhilbarnwal7659 My fault, I'm so sorry!
You need to increase the "Max Distance" in the Falloff settings of the Motion Field.
@@RolandReyer thankyou so much sir
question, how do make this a lambert?
Hi, in the "liquidShape" in the section "Bifrost Meshing" enable the mesh (conversion to polygons) and assign a shader to the "bifrostLiquidMesh" object.
@@RolandReyer thank you sir!!!!!
Im having problems with a part of the liquid sticking and being dragged out by the collider and not returning while the rest of the liquid goes back to the original object, any idea why? I followed the same steps as you and I believe everything is on default for me.
Maybe you need to turn off the "Enable Falloff" in the Motionfield. When the liquid gets out of that range then it won't return.
But can be useful if you want to transport the liquid into another shape (another geometry with a motionfield).
so clear explanation, thanks!!!
SO how did you apply a lambert shader?
Amazing tutorial
Hello...my liquid travels too far away and then returns to its original shape, but it take too long...how can I limit the distance?
Hi Javier, did you uncheck "Enable Falloff"?
@@RolandReyer yes uncheck ...I have maya 2019, Tried also viscosity but it gets worst...XD
Hi! how do I add a material to the simulation? I'm a beginner using Bifrost and I don't want to mess up the simulation
:P
Juan Martín Rivera González : by default there is a water shader attached to these Bifrost liquids. In the Bifrost object you can turn on the “Mesh” option to create a polygon surface, that can carry any kind of shader.
Thanks a lot for this amaziing tutorial!
Thank You-Sir.
Very cool. Thank you.
You're welcome :)
well done bro
Thank you :)
Hello Sir, Your tutorials always help us...Can you please also make a tutorial on "How to render Bifrost with Vray?" in easy steps. :)
Amazing! Thanks I don't have the same result but it's really impressive. I have a question about the rendering. Can we have the alpha channel for bifröst? And what the advantage to have the BiFröst Meshing enable?
when you enable meshing, you create a mesh from the particle system that you can then apply a shader to , instead of just the particle system that shows as dots.
I have 2 questions. Why does my fluid container sometimes appear away from the object I'm trying to turn into fluid, and how do I make an animated object into fluid so the fluid follows it when it moves?
Will this work on a skinned object?
Yes, this *should* work with any deformed object. (I didn’t try it myself)
soon as i turn off the gravity, my fluid disappears.
just click on the 'go to start of playback frame' button on the time slider (the one that looks like two play buttons pointing to the back), I think this just happens because of the auto caching (this will happen after every edit because it caches automatically so that you can play it back in semi-real-time I think, I might be misunderstanding something about this function but I think that's roughly what it does).
Sir after applying motion field to the object with the along normal -5. even before colliding the sphere the liquid is traveling towards -x axis direction
Hi, this sounds like the motion field still has some uniform component on. The field should be just "Geometry", no other field.
Thank u sir now the liquid is stable but even after applying along normal -5 the particles are not coming back
Then maybe set the min/max distance to off.
Even after that there is no change in it sir
How to render and put texture
Monty Kumar : the resulting geometry doesn’t have any UV coordinates. There’s a new geometry for every frame. What you could do, though, is to give the liquid particles custom attributes and drive shader colors with those attributes.
Does not work. A ball just flies through the particles
Hi Ivan, did you add the sphere as a collision object for the liquid?
strangee... I created water in the cylinder, and now everything is ok!
Thanx!
You're welcome :)
Is it possible to create Icicles effect using Bifrost? Thought as an alternative to create this effect using Nparticles.
i'm trying to create this Terminator effect where the figure appears from a puddle of liquid metal. it kind of works ... but the geometry shape is only very roughly recreated . Even with low voxel size. Any hints on this?
Is the liquid behavior very important? If not, you could try the new Bifrost 2.1 which does not (yet) have the liquid simulation like Bifrost 1, but it can turn geometry into a volume, make an isosurface from it and there you can adjust the resolution so that you get closer to the geometry.
@@RolandReyer thanks i will have a look
awesome
Thank you :)
Hi! Amazing tutorial! I have a little problem with the render. When the render ends it doesnt look with liquid texture
thank you for this important tutorial
but when i want to cashe it or play it, all the particles will be invisible
This type motion field is i am applied but its not working
Sasi Kumar did you figure it out? Because im having the same problem
0:39 what did you even do here? I've been trying to figure it out for 10 minutes not and I have 0 clue on what you did.
i think he just bump up the scale of the bbox
He typed "H" which hides the object, exposing the liquid particles inside
how do you scratch cache?
I've done everything step by step but mine im using a sphere as the mesh and at the end its like a hole is in it pouring water out? i also tried unchecking enable falloff but still get like the mesh was pierced and it wont go back to its original shape...
Hi Kristina, for the scratch cache you need to "Enable Background Processing" in the dialog "Bifrost Fluids->Bifrost Settings...".
If the liquid/particles don't return to the original shape:
- re-create the Motionfield (to make sure you had the geo and liquid selected properly)
- make sure you have set some magnitute
- try if the other aspects of the field do something (like "Directional")
thank you ! i'll try messing with the settings some more :)
it's possible export the animation as mesh?
Yes, you can either use the caching system within Bifrost or try to export it as an Alembic Cache.
hello i am a huge fan of ur tutorials sir, and when i do this one my water just disappear after frame 1 even when cached
SuspiciousStuff : could you solve the issue with the water disappearing?
Hi!! I followed every step in your tutorial with the torus shape but when i rendered it with arnold it just came out as a blob of floating water (without the hole in the middle) and theres no splashes at all ;-; pls help
edit: now that i rendered it, it doesnt go back to its original shape ;-; it just floats away like theres no gravity
and is it possible to combine this with a mocap data? so using bifrost with a mocap geometry
my liquid dis appears from 2 frame
Very nice tutorial Roland!
I was wondering if there is a way to make effects like fire / smoke / explosions with Bifrost as well?
Hi Mauro, yes, there is an "Aero" simulation in Birost which creates fire / smoke / explosions stuff.
ua-cam.com/video/zth98fQXzgQ/v-deo.html
Thanks you very much for the answer Roland! :-)
so i could make blend shapes or even rig the mesh and the water should follow and react ?
Absolutely!
How? I did what it shows here but as soon as i make the animated mesh a container for the simulation it looses the animation and just stays standing.
looks good but how to make it work for animated model? 😊
Have you tried to animate the water "shape" model?
@@RolandReyer no ill try but what i tried is that i tried convert the animated model into liquid it didn't work the grid stays in the starting position
After using this how do I render this ? Using image sequence render ? Am I right ?
export it as alembic and import it back in a new scene and then you can export it as a regular seq from maya
hi roland! i have 2 questions and problems haha
first, the geometry dont back to his shape D: and second i cant see the arnols render, please help!!!!!!!!!!!!!!
Hi Thomas, in the Motionfield under "Geometry" you need to uncheck "Enable Falloff".
For Arnold you need to make sure that the plugin "mtoa.mll" is loaded.
im still have proble with the render but the effect is sucesfull! really thanks master!
Looking for lessons - bifrost - make water in renderman, how to create materials for shape, with foam and etc )
When I play the timeline, the water vanishes after frame 1 and never returns?
Did you check that "Play every frame" is on in the Animation Settings? When you have the "Background Processing" enabled in the Bifrost Options then the timeline should show the cache that it builds (green) and only those portions of the timeline show the water simulation.
that did work, thank you! Now I'm trying to figure out why the liquid isn't returning like yours did. I have all the same settings for 'Along Normal;, and even Drag at the top. I'll keep playing with it!
neat
Thank you :)
Wow! very nice tutorial. How can I add welding effect on the edges of metal?
Thank you :)
For the welding effect: depends a lot on what you want to show.
A liquid metal surface like solder?
Electro/gas welding with light effects?
A visualisation of welding (no light FX)?
Which aspects are important? (the motion of the liquid metal? the end shape?)
I think it's the solder. I can't figured how it's done to make it look like welded metal...
I need a video one how you render that
Hi, how are you? Amazing tutorial, but I need your help, my PC doesn't run maya fluid well, can you check if my configuration is good? My PC config.: AMD Ryzen 7 2700X - 16GB RAM - NVIDIA GeForce RTX 2070 - 2TB HDD + 240GB SSD
Do you think that my cpu is enough to run fluids? Thanks
not enough, needs quadro, but still its ok ok fast
u need to know that bifrost and everything having dynamics are heavy no matter what pc, theres no liquid smooth build no matter what u make sli with, it does get close to that in very very heavy build of quadros on sli but hey, u gonna sell urself for that.
how is your viewport so smooth?
I have cached all simulations and some are even rendered and displayed in the viewport to make the tutorial a little more snappy.
mine is to slow how do i speed it up? cache is slow too
Hi, did you check the Bifrost options for „Enable Scratch Cache“?
This video is amazing, and you've done such a great job.. But I have been working on this for FOUR days and my settings must be off, or I'm missing some steps or something because I cannot recreate this to save my life.
Hi Megan, please make sure that "Enable Background Processing" is ON in the Bifrost Options. This will also turn on "Enable Scratch Cache". The colors in the Timeline won't work in Maya 2019, that's a known issue. In the Motionfield turn OFF "Enable Falloff".
@@RolandReyer turning on background processing my liquid just disappears as soon as hit
and shade the water
nice..
Thank you :)
sir , can i get your email id if you are interested in taking a webinar in our vfx school for bifrost. And my college is also open for your fees . please reply
My water disappeared after the first frame, please help
Hi, can you share more details?
sorry i am really new to Maya and i did some research , i just didn't cache my frames so my pc didn't process all of them that's why it disappeared, i got it fixed thanks for making the tutorial though
If we move frames manually from timeline then particles will disappears after some frames for resolving that just play the animation then it wont disappear
У тебя голос очень похож на голос президента Белоруссии - Лукашенко. )
Denis Triton OMG D-: