Fluid Effects
 
 
 

Liquids attributes

A number of new Liquids attributes let you generate fluid effects that look and behave like real liquids.

These new attributes include:

 

Liquid Method

New liquid simulation methods let you select a solver that best suits your effect. When Enable Liquid Simulation is on, you can select either Liquid and Air or Density Based Mass as your Liquid Method.

Liquid Min Density

 

Specifies the density value at which the solver differentiates between liquid and air when the Liquid and Air simulation method is used. Liquid densities are calculated as incompressible fluids while air is fully compressible.

Liquid Mist Fall

 

Applies a downward force to areas in the fluid that have density lower than the value specified by the Liquid Min Density attribute. When Liquid Mist Fall is set to 0, no force is applied. Increasing the attribute value increases the strength of the downward force.

Mass Range

 

Defines the relationship between mass and fluid density when the Density Based Mass simulation method is used. At high Mass Range values, dense regions in the fluid are much heavier than the empty regions, simulating a relationship similar to water and air.

Tension Force

 

Applies a force that simulates surface tension based on the density in the grid. Tension Force is similar to Density Tension, but rather than modifying density values, Tension Force modifies momentum by adding small amounts of velocity to the fluid.

You can use Tension Force with Density Tension to create realistic surface tension in your liquid effect.

Density Tension

 

Smooths ranges of density into round shapes, making the density boundaries more defined in the fluid. You can use Density Tension to create effects that are similar to surface tension in liquids.

Density Pressure and Density Pressure Threshold

 

Applies an outward force to counter the compression that Forward Advection can apply to fluid density, particularly along container boundaries. In this way, the attribute attempts to conserve the overall fluid volume with no density loss. For example, in a water tank simulation, fluid may appear to collapse or drain without sufficient Density Pressure.

Density Pressure Threshold specifies the density value at which Density Pressure is applied on a per voxel-basis. For voxels that have density lower than Density Pressure Threshold, no Density Pressure is applied.

Density Pressure and Density Pressure Threshold can also be used with the default fluid solver method when Enable Liquid Simulation is off.

Fluid Output Mesh performance improvements and additions

Maya 2012 includes meshing performance improvements and new output mesh attributes.

 

Mesh Method

Using Mesh Method, you can now choose the type of polygon mesh used to generate your fluid output mesh.

Mesh Smoothing Iterations

You can apply smoothing iterations to your output mesh to increase quality and uniformity of its surface.

Fluids output mesh performance improvements

Maya 2012 includes performance improvements when converting a fluid object to a polygon mesh. These improvements are most noticeable when using Triangle Mesh or Quad Mesh as the Mesh Method.

Air/Fuel Ratio

 

Sets the amount of air required to completely burn a set volume of fuel. For example, to burn a volume of gasoline requires 15 times more air than fuel. To simulate a gasoline fire, set Air/Fuel Ratio to 15.

You can access Air/Fuel Ratio from the Fuel section of the Contents Details attributes.

Pressure and Pressure Threshold

A new Pressure attribute has been added to the Temperature grid to simulate the effect of temperature on gases. The Pressure attribute simulates the increase in pressure that results when a gas gets hotter and quickly expands.

Pressure Threshold specifies the temperature value at which Pressure is applied on a per voxel-basis. For voxels that have temperature lower than Pressure Threshold, no Pressure in applied.

You can access Pressure and Pressure Threshold from the Temperature section of the Contents Details attributes.

Auto Resize Margin

Auto Resize Margin specifies the number of empty voxels added between the fluid container boundary and regions of positive density in the fluid. Auto Resize Margin lets fluids flow more naturally near auto-resized boundaries and is useful for fast-moving and low density fluids.

Auto Resize In Substeps

A new Resize In Substeps attribute lets you resize a fluid container each substep. In previous versions of Maya or when Resize in Substeps is off, fluids only resize one voxel per simulation step. With Emit In Substeps on, fast moving fluids resize more accurately especially when a higher number of substeps are used.

Emit In Substeps

A new Emit In Substeps allows fluid emission to be computed each substep rather than once per step. Emit In Substeps is useful for effects that have fast emission speeds such as explosions.

Fluid playback improvements

With improvements to the fluid interactive draw, fluid effects now play back faster. Better performance is most noticeable when playing back textured fluids or cached fluid effects. The interactive draw improvements also provide faster real-time manipulation (tumble, dolly, rotate) of fluid containers, particularly when using internal lighting (Real Lights turned off) for the effect.