You
can make fluids collide rather than pass through polygonal or NURBS surfaces.
Either the fluid or object, or both can be moving at the moment
of collision. Fluids cannot collide with other fluids.
To collide fluids with geometry
- Create a dynamic fluid.
For details, see
Dynamic Grids.
- Move the geometry you want the fluid
to collide with inside the fluid container. The geometry must be
inside the container to be affected by the fluid.
- Select both the fluid container and the
geometry (order doesn't matter).
- Select
Fluid Effects > Make Collide > or click .
The Make
Collide Options window appears.
- Change the Tessellation Factor if
necessary and click Apply and Close.
Maya internally converts
NURBS objects to polygons before it animates the simulation. The Tessellation
Factor sets the number of polygons created during the
conversion. Lower numbers create coarser geometry and lessen animation
accuracy (which means more fluid will appear to pass through the
geometry), but increase the playback speed and processing time.
The default Tessellation
Factor is 200. Try doubling the value as many times as
necessary to get the desired smoothness. (Select the geometry and click
the geoConnector tab in the Attribute Editor.)
- Play the simulation using the playback
controls at the bottom of the Maya window.
Tip
- To minimize the jagged effect where the
fluid contacts the object, Maya redistributes the fluid into adjacent
voxels and at render time, softens the jagged edges. The redistribution
of fluid can result in some fluid passing, or “seeping” through
the object. The seeped fluid won’t be noticeable if you use closed,
opaque collision objects. Setting the Render Interpolator attribute
to linear should minimize the amount of seeped fluid at render time.
- Using NURBSs for collision geometry (especially
with trims, or other construction history) will impact performance.
- If the mesh of your collision object
has complicated concave faces, try triangulating larger faces to
prevent interior areas from being filled in by the fluid. Perform
a Delete Edge/Vertex (by selecting Edit
Mesh > Delete Edge/Vertex) on all the edges, to remove
small interior faces, then triangulate the it, and quadrangulated
it, to give lighter geometry.
- To avoid a triangle appearance around
the edges of the geometry, subdivide the faces that are causing
the most problems.
Disable a collision effect
You
can temporarily disable a collision effect to speed playback
To temporarily disable a collision effect
- Select the fluid container.
- In the Dynamic Simulation section
of the fluidShape Attribute Editor, turn off Use
Collisions.
To disable a collision effect
- Select the fluid container.
- Select
Window > Relationship Editors > Dynamic Relationships to
open the Dynamic Relationships Editor.
- In the Selection Modes section,
select Collisions.
The left column highlights
the colliding fluid object. The right column highlights the collision
objects.
- In the right column, click the highlighted
collision object.
You can also in Hypergraph (
Window > Hypergraph: Hierarchy),
delete the geoConnector nodes linked to the fluid and the collision
object.
The item is no longer
highlighted, which means it's disconnected. For details on using
the Dynamic Relationships Editor,
see the Dynamics guide.