cmiVFX发布了Naiad教学视频的第一部,本教学将为大家讲解这个目前鲜为人知的软件从入门到中级水平的知识。尽管相对来说还是一个新的软件,但Naiad已经被好些电影用于3D液体动画的制作。Naiad同样经常被用于电视与商业广告中。
教学内容:
1 整体结构 本节讲解了Naiad的基础知识,通过对整个系统的了解将让大家更好的设计液体模拟效果。Diego将研究水体的物理特性。
2 起步 在本节中我们将学习Nstudio中的界面与工作空间,设置项目文件夹,在节点图中研究一个液体盒子的例子。
3 液体理论入门 Diego将使用幻灯片与注释来解释Computational Fluid Dynamics与Smooth Particles Hydrodynamics solvers之间的区别。Lagrangian与Eulerian Viewpoints之间的区别。还有F.L.I.P.方法与Naiad body的结构:包括造型,参数,布局和emp格式。
4 喷泉建造 I 在这一节,你将学习到Naiad buddy的输出流程,学习将多个assets综合到一个里面。
5 喷泉建造 II Diego将为大家介绍液体制作流程中的一些有趣的东西,例如全局设置,模拟图形的详细分析,particle kill plane,droplet channel,emission ID's, 动力学操作器:例如Acceleration, Friction, Drag, Swirl。
6 喷泉建造 III 本节我们将血虚Naiad的界面图示,批处理模式或者是命令行,在多台点上上从界面播放回放与从命令行播放回放,
7 模拟运算时间优化 学习一些对模拟运算进行优化的技巧,粒子与表面的超级取样,Timesteps,CFL,学习如何调试从而实现性能的优化。
8 喷泉飞溅层的制作 在本节你将为飞溅水花层制作一个次要的元素。我们将在这里解析particle与particle-liquid NOP之间的区别,并且详细解释Splash-Emit NOP中Emission Criteria的设置。
9 Naiad海洋工具 本节将详细讲解NOT或者说是Naiad海洋工具,还将学习到如何将MESH从Naiad Buddy导回到MAYA,从而对NOT的粒子造型进行调整。
10 多章节项目制作教学:Hero Boat wake
第一部分:水箱的设置
第二部分:将海洋扩展到地平线
第三部分:泡沫层的制作
第四部分:水花层的制作
第五部分:湿润效果层的制作
关于作者 Diego是一位资深特效专家,他已经在这个行业有超过10年的工作经验。在他专注于特效制作,特别是流体模拟前从事的是动作捕捉与技术专家的工作。
他最近获奖是在2009年美国视觉特效工会获得的最佳影视特效奖,获奖作品就是阿凡达中的妮特丽喝水的镜头(Jack刚获得允许由妮特丽教授他纳美族的的各种生存技巧。这是一天早上妮特丽从一片植物的叶子中倒水喝镜头)。Diego也是少数几个从Naiad发布第一个测试版以来一直帮助Exotic Matter发展Naiad的少数几个人。
Diego从意大利开始他的职业生涯,至今已经去过好几大洲,他参与完成的电影包括了:X战警:第一战,阿凡达,天龙特攻队,哈利波特等等。并且由此他掌握了丰富的技术知识与解决问题的技巧。在Siggraph 2010上,Deigo对阿凡达中的流体模拟进行了演讲,这也是该盛会上的亮点之一。
cmiVFX releases the "first ever" Naiad training video, continuing the long streak of "first ever" inventions, processes and techniques the company is well known for. This is the first volume of a series and focuses on entry level to middle level concepts and theory behind this powerful, yet nearly undiscovered software package. This training will teach the viewer the basic principles behind a F.L.I.P. Solver and level sets theory utilizing practical examples.
Chapter Breakdown
Introduction Despite being a relatively new product, Naiad has already been used to produce the 3D fluid animations in several motion-pictures.
Naiad is also being used frequently in TV series and commercials.
Anatomy of a body Naiad fundamentals is the discussion that will kick off this chapter. Learning more about the system as a whole will produce better results then settling on designing for just a single liquid simulation. Diego will take you through the physics of water bodies.
Getting started In this chapter you will learn about the UI and workspace in Nstudio, setup a project folder structure with stat files, and explore a liquid box example scene in the node graph.
Introduction to fluid theory Diego will use slides and notes to explain differences between Computational Fluid Dynamics and Smooth Particles Hydrodynamics solvers. Lagrangian and Eulerian Viewpoints ( SPH vs. GRID ); F.L.I.P. method and anatomy of a Naiad body: Shapes and Channels, Properties, Tile layout and the "emp" file format (empinfo cmd line tool).
Building a fountain graph I In this chapter you will learn the Naiad buddy export process, combining multiple assets in one(triangle orientation).
Building a fountain graph II Diego will then move on to the sequel chapter, in which you will learn several interests in the fluid pipeline setup such as: Global settings (CFL condition and Cell size), detailed analysis of the simulation graph, particle kill plane, droplet channel, emission ID's, dynamics operators: Acceleration, Friction, Drag, Swirl.
Building a fountain graph III This portion of the video covers the evaluation of a Naiad graph from UI, batch mode or cmd line (detailed description of cmd flags), play blasting from UI and play blasting from cmd line for parallel play blast of scenes on multiple computers.
Optimizing simulation time Learn tips and tricks to optimize simulation for fast turnarounds, Particle and surface supersampling, Timesteps and CFL (Adaptive Timestep Sensitivity). Continuing with the stat files, learn how to debug and benchmark the simulation speed for optimum performance.
Fountain splash pass In this chapter you will create a secondary element for the splash pass. Decipher the difference between particle and particle-liquid NOP. And watch a detailed description of the Emission Criteria settings in the Splash-Emit NOP.
Naiad Ocean Toolkit The "NOT" or "Naiad Ocean Toolkit" will be discussed at length in this part of the video labeling settings description and examples. Learn how to import meshes back in Maya through the Naiad Buddy and adjusting NOT particle shapes.
Multi Chapter Featured Project: Hero Boat Wake Part1: Water tank setup • Overview on the pipeline process of a boat wake • Geometry export with Naiad Buddy. • Setting up a waves tank graph: step-by-step description of the graph. • How to limit the reflections form the tank ( boundary layer )
Part2: Extending ocean to horizon • Setting up the ocean extention plane with NOT • How to tweak velocities in collision objects • Adding ocean waves to the original sim • Combining the results
Part3: Foam pass • How to setup a Foam pass of kinematic particles ( passive ) sliding on the surface of the water.
Part4: Splash pass • Setup for a splash pass with balisting and fully dynamic particles. • Herd the particles from the main water sim to generate a light emission criteria cache which we then use to spawn a fully dynamic splash system.
Part5: Wet pass • Setup for a wet pass.
About Diego Trazzi Diego Trazzi is an accomplished effects professional, who has been in the industry for more than 10 years. His earlier years involve TD generalist work and motion capture before he turned into a savvy in special effects, extensively on fluid simulation. His recent award was the Best single visual effect of the year in VES award 2009 for the highly talked-about “Neytiri drinking shot” in Avatar, which was predominantly Trazzi’s contribution for fluid simulations. He was also one of the very few people who helped developing Exotic Matter’s “Naiad” since alpha version.
Started his career from Italy then reached to several continents, Trazzi has completed a long list of remarkable work on major film titles such as X-men : First Class, Avatar, The A-Team, Harry Potter and so on. As a result, he has acquired a broad range of technical knowledge and problem solving skills. At Siggraph 2010, Diego Trazzi gave a presentation on liquid simulation in Avatar, which was one of the highlights of the sessions. |