WEBVTT

00:00.150 --> 00:06.270
In this lesson, we're going to create the ammeter we're going to use in our main animation scene for

00:06.270 --> 00:13.980
our Bifrost smoke, and I'm doing this in a blank scene because our animation scene has a lot going

00:13.980 --> 00:21.330
on and everything would work a lot slower if we did it in the animation scene.

00:21.350 --> 00:23.040
So I'm just going to do it in a blank scene.

00:23.340 --> 00:26.620
We have a tourist we've created from the Polish modeling shelf.

00:26.970 --> 00:36.570
I'm going to increase the subdivision's so we have more geometry and then I'm going to go to to form.

00:38.860 --> 00:49.660
And go to the texture to former and also just real quickly, we're doing this as like a custom INM that

00:49.660 --> 00:52.330
we're going to cash out, basically is what we're doing here.

00:52.900 --> 00:59.020
And the reason we're doing that is because with the texture to former, you can't scale it.

00:59.030 --> 01:00.820
So I'll show you that in a second.

01:00.820 --> 01:04.300
But basically what the workflow is, is we're going to have an ATM.

01:04.450 --> 01:06.940
And like the previous lesson, we just had a cube.

01:07.240 --> 01:16.510
But for smoke, we want the smoke to look more natural and kind of have all this wispy stuff going on.

01:16.510 --> 01:18.710
And we can get that from the ATM.

01:19.690 --> 01:21.430
A lot of that from the ATM.

01:21.430 --> 01:29.230
So we want to create something that's very erratic to kind of emit these kind of very natural organic

01:29.230 --> 01:29.700
shapes.

01:30.010 --> 01:36.130
So I'm going to click on this little checkbox over here next to Texture and I'm going to choose a noise.

01:36.640 --> 01:38.890
And immediately you can see it's kind of wonky.

01:39.700 --> 01:46.030
And we've covered the texture of former previously in the texturing section of this course.

01:46.390 --> 01:46.840
Of course.

01:46.840 --> 01:51.490
But again, you just kind of have to mess with this stuff and go to normal.

01:51.890 --> 02:01.710
We can adjust the offset and then we want to go into the texture itself and then adjust these objects

02:01.710 --> 02:01.900
second.

02:01.920 --> 02:02.110
Right.

02:02.110 --> 02:04.210
Click here to get a preview of what that is.

02:04.480 --> 02:11.170
But also we can just see it here being represented inside of the geometry so we can adjust this stuff

02:11.500 --> 02:12.330
as needed.

02:12.820 --> 02:19.030
And basically what we're looking for, something very kind of like a freeze frame of an explosion,

02:19.030 --> 02:19.640
essentially.

02:20.050 --> 02:23.770
And so we can adjust this as needed.

02:24.070 --> 02:29.040
And then the next thing we're going to do is to add an expression here at a time.

02:29.290 --> 02:31.060
So I'm going to say equals time.

02:31.540 --> 02:39.550
And what that does is when we play this back, it will just change the number here according to the

02:39.550 --> 02:40.240
frames.

02:40.630 --> 02:43.510
So it's a really quick way to get animation.

02:44.200 --> 02:46.870
But if we're going to do smoke, that's kind of exploding.

02:46.870 --> 02:48.150
This is too slow.

02:48.430 --> 02:48.760
So I can.

02:48.760 --> 02:48.940
Right.

02:48.940 --> 02:53.830
Click here and say added expression, we get this little new window and we have our expression here.

02:54.220 --> 02:58.380
This attribute is where we entered in the equals time.

02:58.390 --> 03:01.240
So this is what Maya reads.

03:01.240 --> 03:04.750
Is this little box over here this time means noise.

03:04.990 --> 03:10.330
One time you can see this is noise one and then time is this attribute.

03:10.540 --> 03:12.970
And then we typed in equals time.

03:13.330 --> 03:22.480
So we're going to add to that and just say times like maybe six and edit and that'll save our edit.

03:22.840 --> 03:27.160
And then we can play this back and see if that is fast enough.

03:29.330 --> 03:35.240
So it's pretty erratic and we can kind of frame through each frame and scroll through, and I think

03:35.240 --> 03:38.420
that'll give us enough change over time.

03:39.200 --> 03:42.260
And so let me get to the other reason why we're doing this.

03:42.710 --> 03:48.380
And actually, let me just add a little more geometry here and see if that helps before I explain a

03:48.380 --> 03:53.050
little more why we're doing this so we can go down to tourists.

03:53.910 --> 03:56.180
Let's see if we can just add some more geometry.

03:59.640 --> 04:10.140
Maybe 40, so we just get a little higher resolution here so that the shapes have a little more volume

04:10.140 --> 04:16.920
to them and can do different things so we can adjust this texture to form or as much as we want by going

04:16.920 --> 04:19.370
into that and, you know, changing these things.

04:19.380 --> 04:22.830
But in general, we can actually reuse this thing.

04:22.830 --> 04:27.930
Once we cash it out, we'll be able to reuse this for any number of simulations.

04:28.430 --> 04:34.320
Let's just increase the timeline to two hundred so that it will have the full range of our of our animation

04:34.320 --> 04:36.980
scene and we can use the Olympic node to offset.

04:36.990 --> 04:41.910
So even though we're on frame one and we're only going to cash frame two hundred, we can offset this

04:41.910 --> 04:45.360
by a thousand frames once we import the Olympic cache.

04:45.720 --> 04:49.230
So again, let me just cover why we're doing it this way.

04:49.570 --> 04:57.300
If I was to scale this, it's going to get kind of wonky with the texture to former.

04:57.780 --> 05:03.990
So you see how kind of change shape it's not holding its shape on a scale because it's moving through

05:03.990 --> 05:04.770
this texture.

05:06.150 --> 05:10.480
So we're cashing this out so it breaks down that texture.

05:10.710 --> 05:14.250
So when I scale it, it's going to keep this shape when I scale it.

05:14.580 --> 05:21.090
And scaling is important because that's how we're going to kind of turn on and off the effect when the

05:21.090 --> 05:23.130
emitter we're going to scale up from zero.

05:23.140 --> 05:25.170
So it's basically going to be nothing.

05:25.170 --> 05:27.540
It's going to be down, you know, and we can get down to zero.

05:27.540 --> 05:28.980
This is the other thing, like check this out.

05:29.150 --> 05:30.810
I can't get this thing down to zero.

05:31.290 --> 05:37.980
So we need to cash this out so that we break down the geometry so we can scale to zero, so we can make

05:37.980 --> 05:44.940
this thing disappear and then we can scale up and, you know, retain that jaggedness that we have down

05:44.940 --> 05:50.850
here and so that we can basically say, kaboom, here is our emitter and it's going to make a really

05:50.850 --> 05:53.220
nice emitter for our smoke.

05:53.730 --> 05:58.440
So let's go to cash Olympic cash export selection to Olympic.

05:59.690 --> 06:07.290
And I call this, say, 15 Bifrost emitter.

06:08.340 --> 06:14.400
And instead of using start in, I'm gonna use the time slider and we don't really need IVs or whatever,

06:14.400 --> 06:14.940
but that's OK.

06:14.940 --> 06:20.380
We'll just leave it there and revert that back to the original.

06:21.000 --> 06:26.430
This is from the other section where we had to change that.

06:26.430 --> 06:30.000
But anyway, this is the default and then.

06:30.810 --> 06:31.740
Yeah, well, it's.

06:34.410 --> 06:40.320
Let's export selection, it's going to play through and then in the next lesson, we can import this

06:40.320 --> 06:43.680
into our main animation scene to create some smoke.

06:43.860 --> 06:44.490
Thanks for watching.
