Maya VFX Series: Ocean using BOSS

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hello guys this is Reza welcome to another video of effects series in Maya in this video we're going to talk about a boss or Bifrost ocean simulation system admire I may break down this topic into smaller chunks and talk about different behaviors in separate videos because I tend to keep my videos short maybe under 20 minutes or under 30 minutes possibly to introduce the technology and then we may have supporting videos to talk about additional effects or behavior that you may want to add to your liquid simulation for starters make sure to download Bifrost extension for Maya from odorless website I have the website here open and at the time of recording I have mother 2020 this page may change but right now the current version of extension is 2.0 point five point one once you install the plug-in then you restart Maya and you go to Windows setting preferences plugin manager and make sure that boss MLL is loaded and you can set this to auto load next time you run Maya it will come with this plugin next is to go to workspace and switch to bifrost fluid and that brings up this drop down menu which is Bifrost editor alright looks like we are set so I'm just gonna close Bifrost editor I can bring it any time I want I go and create a poly plane I'm going to increase its size to my grid size now quick thing about Bifrost measurement although my scene scale is set to CM Maya Bifrost system is going to calculate each grid as meter so right now I may have a 24 cm on my scene the way boss calculates it is 24 meter by 24 meter patch now I'm gonna go to poly plane input and increase my subdivision to a very high value it is important to do that you know the higher the value the crisper the texture would be it is very high-rez and it will slow down your scene but it's a compromise you should be willing to make to get a much better result now with that said let's open boss editor with the patch selected I'm gonna go and click on spectral wave generation and it creates spectral wave for me I may have two passes for my wave I actually going to call that spectral primary and I may have another one as secondary waves now as soon as I create that then if I play you can see how I'm getting some textures on my grid fantastic starting point but another thing happens if you look at the outliner of the sudden my poly plane is invisible and we have a brand new geometry mesh input it's called boss output if I go to Windows no digital and clean the graph bring this one in and look at the node tree you can see that it uses my original poly plane and it creates this spectral primary if I go to attribute editor and that's the heart and the brain of my simulation every time I want to tweak the behavior of the ocean that's where I go and then it creates the height calculator to create that output shape for me that's the external group node that it creates and a shading group to preserve any material that I assign to this boss output shape node so let's go in here select our boss output shape find spectral primary by the way this window this wave solver controls all wind-driven waves on your water surface which is a geometry here and this one controls the colliders and influences which we are not going to cover in this video so I'm going to close that we have two key attributes one is patch size the other one is resolution starting with frame start frame we always start at frame 2 because frame 1 is initial state the actual patch and only in frame two motor starts calculating everything and that's what you will be rendering from frame to pad size is the dimension of your water surface so the bigger this is that probably milder or calmer the ocean would be to begin with and then you need to intensify all the height attributes to get a desirable look but that's how you basically increase the size of your ocean the next one is resolution and this resolution calculates wave heights and can control the resolution of all the cache files and EXR files that you're using to generate foam or to generate wave patterns it's actually going to be quite helpful if you're trying to project high resolution details into low poly mesh through displacement note so that's a trick that you have to keep in mind that you can actually take the information from a high res and apply to low res through displacement but for now we're just going to work with high resolution and we'll see what type of result we're getting then I'm going to lower down and get to wind attribute so wind speed if you're unsure about what sort of number you should put in since this attribute is physically accurate you can search for Beaufort wind chart or wind scale and that gives you a very clear picture on what type of value you should be using if you're looking for calm ocean or as stormy and wild one that number will change and it's going to change the behavior of your ocean now for win the direction that's the guide that I go for based on Autodesk recommendation so something to keep in mind for now I'm just gonna keep it at minus X I'm gonna increase the wave a little wind fetch distance is fine again it's the measurement and it's the way it's calculated is kilometers and it's the distance over in which the wind has been applied to the water surface now to get the I'm just going to select my poly plane and play again not too bad I can see I intensified the length of my wave a little because the higher the wind speed value the bigger the wave is going to be now I'm going to scroll up and in order to have horizontal as well as vertical movements I going to enable use horizontal displacement and increase this wave size to something like 3.5 don't push this too high lady can go up to seven but then you see geo interpenetration and some artifacts it may actually destroy your patch so use this with caution I'm going to play and you can see I'm getting a much crisper result I may actually push this 23.8 and see what I'm getting yeah not too bad again just look at the water surface carefully and make sure there is no artifact I see a little bit of artifact here but that shouldn't be a big deal now I'm all set let's create our secondary waves so you can see around these areas the water surface is way too soft and VCA your reference deep between each wave you have a little bit of noise pattern so I've gotta go to boss editor and with the surface selected I'm gonna create another set of spectral wave form and this one is going to be secondary I don't need to do much about this if I play now you can see I have a little bit of noise here and there and this red button means that I haven't cashed any of them and that may you may experience them some slowness in the scene not everything is super high you can see that I've enabled actually framerate and it's fairly fairly slow right now okay things are looking good now it's time to give this a material I'm just going to right click on it go to assign new material I am going to give this a a standard surface and from preset I'm gonna give this deep-water done I am going to click on this button so I don't see any textures or opacity because I still want to keep an eye on the textures and the way that water behaves but that should do it for the majority part now let's go and have a SkyDome I already have a scar down put together a camera and angle it properly and if I play a few frames and now render I should be getting my water surface nice my only criticism and my only comment on that is it's just way too clean and there's no foam on it now the way that foam works in boss is quite peculiar in my opinion it's not procedurally generated everything is textures so in application packages like Houdini we have white water and everything is the actual geometry but in here if I go to boss spectral wave you can actually enable form a phone and I can re render but I'm not going to see anything because in order to see foam you need to cache it as an image and feed it back to your AI standard so let's do that before I do that I've noticed from experience that this cost minimum is way too high so if I cash this with cus minimum to set to point one all I'm getting is pretty much fun so I'm going to reduce this number way down to something like point zero two five and only then I'll be bringing the boss a data and I go cash off so make sure to set your project first and then when you cache all the cache files can be found in your cache folder all right now we see that that floppy disk icon for both spectral wave notes are it is green meaning that cash has been written successfully if I go to my project directory and look at my boss cache folder you can see that everything's been written properly two folders one is primary the other one is secondary for primary we have the actual movement as vector displacement and if I scroll down I have another set of renders in EXR for my phone generation so where does this foam go to if I go to material attribute and into a mission tab that goes into white I'm going to create a file and I'm going to call my foam which starts from frame to open and I make sure that I use image sequence let's start again if I stop and render now now I can see that I have foam as textures it's been added to my water surface now I can just give this a proper render and we'll add a sky dome in Nick so stay tuned I'm just going to render the whole 120 frames or maybe 200 frames I already have my sky dome in the scene so and that's where the reflection is coming from so make sure to do that as well I'm going to render it all and show you the end result in a second alright that is the final look I have ad focus node which only blurs this bit on the top of the screen I have a default grade node and the write node nothing too specific apart from that it's fairly straightforward if I double-click on the grade node you can see I have a little bit of multiplying gay to really pop the white points of the image but apart from that that's that's pretty much everything as rendered and this is the final result here's the final look I hope you enjoyed this tutorial and subscribe to receive more videos on different topics thank you very much for watching and see you in the next video
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Channel: SARKAMARI
Views: 6,608
Rating: 4.9506173 out of 5
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Length: 15min 29sec (929 seconds)
Published: Wed Apr 22 2020
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