WEBVTT

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Let's begin looking at Bifrost, Bifrost is a newer kind of dynamics in.

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You can do basically a liquid and arrow, which is kind of smoke or clouds or whatever else.

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And you want to make sure that you have this loaded under Windows Settings Preferences plugin manager.

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And you can scroll down.

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This is kind of towards the bottom.

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Is this Bifrost Miah plug ins and you want to make sure all this is loaded.

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That way you will have this option under the effects panel here in this lesson, we're going to create

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a little bit of liquid.

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So let's create a container and an emitter here, go over to poly modeling shelf and create a cube.

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Now we have this.

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We can see frame up on it.

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We can see that we need to take into consideration the scale like we always do with any kind of dynamic

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effects.

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So with Bifrost, it's no different.

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Bifrost, like all dynamics, thinks that one unit is one meter.

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And so because this cube by default is one by one by one, it thinks this thing is a meter in size.

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So if we're going to simulate, like water into a cup, for example, we need to scale this way down.

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So let's just assume maybe a cup is like 10 centimeters.

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So you can think of these scale as basically 100 meters.

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So imagine two zeroes here.

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So if we wanted to get down to 10 centimeters, we need to take a zero out of this.

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So by taking a zero out, we can just move the decimal place.

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So now we're down to 10 centimeters.

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So now we can frame up on this and let's create a little cup here.

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Grab this face and we will extrude it and offset that and then extrude it again by hitting G and then

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just pull that down.

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So now we have our kind of rudimentary cup.

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We want to make another cube.

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And this is going to be our ometer.

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We're going to scale this down to point one and then just kind of hand to scale it from here so that

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it is small enough to emit down into the cup that we have created.

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So now that we have our Mitta in our container, we need to make the Bifrost fluid with the emitter

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selected go to Bifrost fluids liquid.

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So now you can see that we have all these new things in our outliner here, and to be honest, it's

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not super well organized.

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You create one by far from simulation.

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You have, you know, all these different things.

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So we'll go through each one of them.

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But in general, there's only a couple of things you really need to look at to get started.

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So when we have our attribute, Ed, open, we can see with the Bifrost liquid we can change the star

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frame.

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But for us and this lesson, we're going to turn frame one and we want to turn on scratch cash.

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And what this does is it simulates the dynamics and the fluids and then it keeps it stored in memory.

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So we don't have to simulate simulate it every time, unlike in cloth, for example, where we had to

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cash it to disk instead of memory.

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So scratch caches will cache it to memory.

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And you'll see that when we hit play, this will start to turn green.

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The next thing we need to deal with is the default kind of particle shape.

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So let's go over to the emitter and we can basically see most every property, even though these are

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divided here, we can kind of get to all of them from just going through these tabs.

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So we actually get over to the emitter from here.

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We want to turn on continuous emission because we just want to see this thing kind of pouring water

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out from this emitter here.

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And now that's likely to kind of switch the tabs up a little bit.

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But we're still in the emitter tab here, even though we are selecting this.

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So you can see where you can kind of get the both from different things.

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There's a props here.

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Or we could select the emitter itself and we still have the emitter tab here.

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So the next thing we want to look at again is the kind of voxel size I want to go over to its properties.

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We can also get to that with this little button here or this little object and outliner.

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So, again, you can get to it from having the virus liquid and go to the properties, or you can just

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like the properties as an object in the outliner.

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So now we can see our gravity.

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We don't need to change because again, we're scaling all of our objects down to accommodate for that

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one meter scale.

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So we don't need to change the gravity, but we do need to change the master voxel size.

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So this is saying, you know, basically if we look at this container, this is the container of a voxel.

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So when we reduce this down, you'll see that that cube change sides.

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So let's go to something like zero point zero five, and we'll probably need to go even smaller because

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when will hit play, you can see that nothing's happening really.

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And also for playback, you want to make sure that you're playback speed here is play every frame and

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you just get to that right click.

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It's off screen, but you can go to playback speed and you can go to play every frame.

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And so why is it not simulating anything?

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Well, if you think about it, this master voxel size, which a voxel is just a three dimensional pixels,

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you can basically think of it like this cube here has a ton of cubes in it.

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Right.

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And that each of those cubes is a voxel.

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So, you know, pixels are an image of voxel is just a three dimensional pixel basically.

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So if you think about why, why are we not seeing anything yet?

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Well, it's because that voxel size is too big for our emitter.

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Our emitter is smaller than our voxel size, so we need to reduce that down even more.

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So let's reduce that down.

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Now you can see that we've reduced it down.

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We can actually see particles here.

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So if we go over to liquid Chaib, we get the option to turn on voxels or particles or whatever else,

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and we can just increase the particle size here so we can see them a little bit better.

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So basically, now that we have this master voxel size set appropriately, it is smaller than our emitter

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now.

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So now it can actually emit particles.

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So now we hit play, we will be able to see it is indeed emitting particles.

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But let me just escape out of that because we haven't added this is a collider.

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Snout's just going through that.

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So the other thing we need to see the green I mentioned earlier, we need to have this thing selected

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so now we can see the green and this means we can scrub this now and I'll take immediately take that

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back because I clicked on frame one.

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And so that's the catchy thing about the scratch cache is if you go back to frame one with a scratch

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cache, it will start over.

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So any time that I'm playing anything back, I will let me just try to escape this.

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This is a this is another thing to be wary of, is trying to escape out of things.

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Sometimes it's it won't let you.

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So it's smart to bring this down, to limit it.

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How far?

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In simulators and then also to turn playback to one so it doesn't continuously loop back and start re

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scratch caching over again.

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So basically the steps are reduced down the range that you really want to see in test and then turn

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this to from this is the default from looping and turn it to where you have this little one over here.

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And so that way it won't go back to the beginning because again, if I was the click on frame one here,

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it would get rid of this all the scratch cache.

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So let's say I like this and I want to kind of scrub it.

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I'm going to save myself the headache and and fear of getting back to frame one and just turn the timeline

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to two so I can't ever get back to frame one.

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So now when I scrub, I can actually scrub and see the simulation, whereas if I accidentally hit on

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frame one, it's going to delete all that scratch cache.

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So that's another thing to look out for.

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There's a lot of these little gotcha things that, you know, it's important to kind of keep in mind.

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So we want to add this container, a collider now that we have our monitor working.

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So we want to have our Bifrost liquid selected and then the geometry and go up to Bifrost fluids and

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add a collider.

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Now, when we hit play, it should collide with this object and we get another problem.

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You have these particles that are.

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Going outside of the container and why is that one, how can we fix it?

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So let's go into the Bifrost liquid, let's go over to the properties.

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And this is another big one to remember.

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We basically covered this one.

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This is an important one.

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And the next one is going to be this one.

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This is the transport step adaptivity, which basically means how accurate is this thing going to be?

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The higher we go with this number, the more accurate it's going to be, but also the more time intensive

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it is going to take to simulate.

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So if we just go to something like point five and let's redo the scratch cache, we can test to see.

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Now, we do not have those particles that are going outside of the container.

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I'm going to let that finish and go to that last frame that I had.

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So now I'm not having to, like, frantically hit escape to get it to stop.

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So now we can see that indeed the collider is working.

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The particles aren't going outside the emitters.

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Working gravity is accurate because we've scaled everything down properly.

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So the last thing we want to do is create a mesh for this.

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We have everything else working, but now we want to render this as a water or something like that.

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So let's create a mesh.

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We want to click Bifrost Liquid and have the liquid shape tab selected here and we can go down to Bifrost

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meshing and this is pretty cool.

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We can just click enable and voila, we have a mesh.

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So when we hit render we can actually render this thing and now you know how to do Olympic caches.

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So you could also actually create an Olympic cache from this, which is pretty amazing.

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So that is how to use Bifrost and create a little liquid simulation.

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And we can play this back as well with the geometry mesh working.

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And in the next lesson, we're going to cover how to use Bifrost with creating smoke for our main animations

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scene.

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Thanks for watching and I'll see in the next lesson.
