WEBVTT

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In this lesson, we're going to take the INM that we've used and create smoke, so let's go to Cash

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Alembic, Cash, import Alembic and we'll use the Bifrost ATM here and I'll import now, if you remember

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the tourists here and we can rename this to INM if we like, call it smoke.

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It's probably pretty small, but now that it's an Olympic cache, we can scale it and it's going to

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maintain this shape.

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You can remember when we are scaling it in the previous lesson that it was changing because the shape

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was moving through the texture.

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But now we can scale down to zero if we want to check that out or before we can scale down the zero.

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So that's why we need to do an Olympic cache.

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So now that we have this, we can place this where we need it and we're going to scale it up.

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So let's bring it over to basically where what I what I want to have happen is the smoke to pop out

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when the hand comes through and then we can do it again when the guy busts out.

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So it'll be two times that we're going to use this.

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And if you notice, when I'm scrubbing through here, the the texture reformer or all that animation

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that we had is not actually going through.

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So what we can do is offset the Olympic cache.

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So let's go into the attribute editor and go over to the Olympic node and we can offset this by one

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thousand.

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And so now when we scrub through, we should be able to see that it is indeed moving as we expect it

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to.

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So let's get this thing kind of where we want it.

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Let's get under the ground here.

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Let's go back to frame here ish.

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So now we can kind of see it is under the ground that we've created and then we need to figure out what

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frame that the animation starts.

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So let's go to frame ten twenty, I believe, and let's scale this to zero so that it starts basically

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off.

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I will kiss like that and then I'm going to go to frame ten, twenty three so pretty quick and is going

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to turn on oops.

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Command at the wrong arrow button there you can see I'm typing up here.

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So to get off of that I usually just select somewhere in the viewport or something.

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So now we're on frame ten, twenty three.

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So let's scale this back up to the size that we want it just type in a number here and then scale it.

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I don't want it to be touching the top here because we're going to choose a couple of these pieces for

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it to collide with and I don't want it to be intersecting that.

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So I'm just going to choose something that is not intersecting that.

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And I'm also going to bring this timeline down because we're not having to do pre roll for this.

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So because it's happening kind of after the the scenes are going anyways and then I'm going to go to

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ten thirty one and had a keyframe on his shift ared only keyframe the scale and then go to ten thirty

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seven ish and scale that back down to zero.

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So scaling to is basically going to turn the emitter off.

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And so now we have this kind of effect where the emitter pops on at the same time that the explosion

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happens here with his fist.

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And because we haven't quite framed the position, we can kind of move this without having to worry

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about, you know, affecting keyframes negatively.

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And I'm going to go back to the beginning.

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Just make sure I want to kind of max out the scale here.

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So it looks like that's pretty good.

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I might just move this down a little bit so I can scale it.

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And the scale it up a little more here.

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Cool, now that we have the INM done, we can add the Bifrost, so let's go to the effects tab and go

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Bifrost Fluid's Arrow.

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So last time we did Liquid, this time we're going to do Arrow.

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So let's click that with the SM selected.

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So now we get all of these kind of things were somewhat familiar with last time we did liquid.

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Now we're doing arrow or smoke.

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So it's a little bit different in the other main difference.

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We want to keep in mind as scale again, something we keep coming back to.

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So in our liquid example, the scale was we created our scene to fit the Bifrost scale.

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But in this case, our scale is pretty huge.

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And so we need to adjust Bifrost to fit our scene instead of the other way around, which we did in

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liquid.

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So to do that, we need to adjust the dynamic properties.

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So gravity kind of what we did in the bullet solver stuff, we just need to do that here.

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So we'll get to that here in a second.

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But I'm going to hit the start frame, let's say, 10, 20, because that's where our animation starts

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for the INM and turn on scratch cash.

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I'm going to go over to the arrow shape on a turn voxels so we can basically shows the smoke a little

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bit better.

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And I think that's all we wanted to do.

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And that tab going to go to the next tab.

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And that's not what we want someone to go to the ATM and I want to turn up the temperature.

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So this is kind of another thing back to scale and also just how I want this to kind of float up.

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Temperature is going to affect how quick this rises.

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So just imagine like a fire or something.

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The hotter is, you know, maybe the the faster the smoke or the fire is going to go upward.

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So it's going to change that to fifteen hundred.

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And then I'm going to go to the Arrow tab over here, back to that.

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And yeah, I've got voxel selected already.

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So then I'm going to go to properties and scroll down properties.

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And of course it's kind of deceiving this property.

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Tab's you think it has nothing on it and then you scroll it down, has a million things here.

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So this is where the scale factors.

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Then, if you remember on the bullet solver, we did the same thing, which can increase the nine hundred

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and eighty.

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That's basically, you know, taking the centimeter to meter scale and then multiplying it by that the

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master voxel size.

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OK, this is where you can get into a ton of trouble.

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We talked about a little bit last time about the liquid.

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But here for this lesson, I'm never going to go below this.

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Below means higher resolution.

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If I take this number down for us, I want to keep this pretty high so we can actually see the simulation.

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And also another little trick when the scratch cache, when you're testing stuff and you hit play and

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the scratch cache isn't working or isn't letting you stop it.

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So imagine, you know, it's taking like one minute per frame to calculate.

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And you you know, here we already have the green stuff popping up from the scratch cache and that's

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just taking one minute perforin to calculate and you can't cancel it.

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You're like, OK, I don't like the way this is going.

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Let me cancel.

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You've got like two hundred more frames or it's going to be like ours.

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So again, this is why you want to turn on playback one and you want to scale down what you're actually

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viewing so that it doesn't go past where you want it to.

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And the other little trick I found is if you're hitting escape and it's not working to stop playback,

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if you switch to another window, at least this is maybe it's a Mac thing.

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If you switch to another window and then switch back to my and then hit escape, it'll kind of recognize

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that you were hitting a keystroke in the my window.

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But for some reason, if I hit escape sometimes with Maya, you know, it won't it won't recognize it.

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So I got to go, you know, go to Chrom or some browser window or find or something and then jump back

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into Maya and then it'll accept any keystroke like escape.

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So anyway, that's something to remember.

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So so Masroor Boxercise, we're familiar with that now.

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I want to keep this kind of higher so that we can actually test things.

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The idea is you want to test at a very low resolution and low.

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Does it mean.

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No, actually means a high number for voxel size because you think about what this is.

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It's, you know, the the three dimensional pixel.

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So we want a bigger one because we wanted to represent a bigger area per pixel per voxel.

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And so we want this to be a bigger number, which will mean lower resolution.

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And that's how we want to test our smoke.

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And then once we like it, we can decrease the voxel size and then.

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Hash it out so it'll have a lot finer detail, but let me tell you just real quick, this might break

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your all's machines.

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I don't know what kind of computer you're working with.

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This is the stuff that's very, very, very, very computer intensive, especially if you have this

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voxel size set, too small and too much of a high resolution instead of at a higher number and a lower

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resolution.

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So we want to keep this at one point five, at least for this scene scale.

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It seems to work pretty well.

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So let's just hit play and see what we get.

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So now that we have this simulated, we can take a look at the shape of the smoke and you can tell it's

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very kind of uniform bulb, like very rounded and it doesn't look super supernatural.

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So we can affect that with a turbulence field.

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And Bifrost kind of has their own thing.

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So with it selected, we can go to Bifrost fluids and it has its own you know, you can find turbulence

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field under the motion field.

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So this is where you're going to want to go if you want to add some noise.

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So I'm going to click motion field.

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And now we have all these different options to affect the Bifrost simulation.

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So I'm going to turn off direction and I'm going to turn on a little bit of drag.

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That just means it's going to kind of have resistance to whatever motion is going on.

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And of course, that's kind of a physically accurate thing in nature.

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That's what happens when I turn on turbulence.

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And because the scale of our scene, I'm going to crank these way up, I must say something like 5000.

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So these numbers will be different every time, depending on your scene and how you want to affect the

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simulation.

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So I'm going to remember this on frame ten, thirty five and I'm going to redo the scratch cash up to

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this frame and see if we can't break up this very rounded look and make it a little more disturbed and

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wispy and more smoke like instead of like this kind of rounded look.

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So I'll see you in one second.

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So now that our scratch caches is done there, we can take a look at frame ten, thirty five and I did

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a little screen shot here so that we could compare.

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Take a look at this section here.

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Now, on this section, you can see there's a lot more bumps to it, right.

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How this was totally smooth.

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And now you can see a lot more texture here internally.

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There's all these little bumps and then different things going on.

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And then same thing with back here.

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This was just one big kind of mushroom cloud.

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And now there's a little more texture to it here.

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And so it'll just add to the believability.

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So the next thing we can do to add to that believability is to add colliders so that the smoke will

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have to wrap around things and flow around different things.

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So let's choose a couple of pieces in here to add as a collider so that it'll add some believability

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and dynamic kind of interaction to it.

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So I'm going to select the Bifrost arrow in the outliner and then I'm going to go in here and click

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shift, click on a couple of pieces here.

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When I choose some of the big ones that are going to be kind of in the main kind of area, that's going

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to block the smoke coming up.

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So it'll have to go around it.

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So I can go to Bifrost Fluid's ad collider.

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Then I'm going to select the Bifrost Arrow again and just do that another time here.

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Just going to select this big piece and choose Add Collider.

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And I choose the Bifrost simulation again and choose this big piece and say add collider.

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And of course, every time we're doing this, this is going to increase the computational kind of time

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that it's going to take to simulate, but it's going to add a lot of believability of it interacting

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with the scene here.

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So I'm not going to choose every little piece that's in the way, but I just wanted a couple.

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So it'll give kind of the effect of of being affected by the scene and the pieces here.

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So I think I'm just going to choose maybe that one.

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It's going to be the last one.

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And of course, you go crazy and choose all of these if you wanted.

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But I think it will be an education and learning the limitations of your computer.

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So I'm going to do a scratch cache again and then we can compare again with what we've seen already.

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OK, now let's take a look at what we've created here now that we've added a few colliders, it's really

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changing the look of the smoke.

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Let's take a look at our screen shot here.

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Now, you can really see it's almost totally different now, you know.

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Let's see if I can't get in a similar camera position here.

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I think I was maybe down a little bit.

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And in general.

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I think this thing, it's just not getting as high as fast, you know, here you can see it's already

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up to the point of the flags and here it's definitely not reached there yet.

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So it's it's kind of creating all this drag and it's changing the shape of it here.

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And look just how much more jagged these edges are.

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Everything is much more organic looking.

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And it just it just looks a lot better than this kind of very, very simple shape of this smoke.

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So adding colliders, adding emotion field is really going to change the look of the smoke.

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So now that we see that our smoke is looking pretty good, let's create one more simulation when he

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busts out.

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So when I scrub, I don't want to try to be calculating.

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So I'm just going to disable the kind of a Bifrost Arrow container here.

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So it's not going to simulate.

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So now I can scrub and you can see the green stuff isn't trying to catch up.

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So I'm going to grab the emitter smoke and I'm just going to go to frame 11 09 here.

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So I'm going to drag this back out and I think this is going to be the first frame here, so I'm going

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to copy paste these.

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I'm going to shift drag select copy the key frames here.

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I'm going to go to something like 11 09, I think, and then paste.

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And then we should be getting.

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The ammeter coming back on now might move that in time just a little bit, because I want what we're

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going to do is create his head and his vest as an emitter, sorry, as a collider.

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So we want the head to go straight through the emitter.

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And in so doing, it will take a lot of smoke with it, so one option would be you could just make the

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head in a minute.

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But what you're going to get is it's going to be emitting from the volume of this thing.

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So you won't you there'll be smoke in the front of the head as opposed to like kind of the head pushing

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through smoke so that the way we're going to do it is use the head as a collider.

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So it's going to be pushing through smoke.

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Another way could be to create the head as an emitter.

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But I think that is going to look too wonky and it would actually be way more time intensive.

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So instead, we're going to create this is a collider.

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So we want to make sure that it's actually going through the emitter so that it can drag some of the

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smoke with it as it's coming through.

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So let's just click the emitter again and see if we can probably just turn off the smoke here a lot

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sooner.

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So I'm going to bring down these.

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KeyFrames.

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So that looks pretty good, so now we just need to add the head and the vest as a glider, so with the

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Bifrost are selected, the head selected, I'm going to say Cleide and then do the same thing for the

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vest just because these are kind of the two biggest pieces of his body that are passing through.

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And we don't want to go overboard just like every single bone.

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And that would take forever for it to collide.

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So we just want to stick to the big pieces that are going to be most noticeable and now we can cash

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this out.

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So how you cash it out?

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Let's get this thing all the way to the time.

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Slider here.

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We want to turn off scratch cash.

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OK, let's enable the simulation again.

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Let's go back to frame one on one.

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And we want to turn off scratch cash because we don't want to cash to disk, meaning saving it to your

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computer.

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And this, which is the cash, cash and scratch cash, meaning kind of temporary.

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We don't.

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And that happens on memory.

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So we don't want them happening at the same time that your computer will blow up.

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So it won't blow up.

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But, you know, I mean, you can turn off scratch cashier and then you can also it should already get

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rid of it.

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But if not, you're going to Bifrost fluids and say flush scratch cash.

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So it'll get everything out of the memory.

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And now we can focus on just the caching to disk.

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OK, so open up Bifrost fluids, go to the option box here and we can set all of this stuff.

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And if you have your project set properly, this should be, you know, looks similar.

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It should be in the cache folder.

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It's already populating that for you.

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And now we can call this ground smoke.

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And I'm going to say, oh, one, just in case I want to do it.

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Another simulation later when I say time, slider.

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And so I may hit create and.

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It should run through.

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And create the simulation, but what I found in this could just be my version of Maya is it doesn't

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do that,

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but it does set up the file structure.

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So we can just use that window here, use this to set up the file structure so that when we go into

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the Bifrost caching, it'll already be set up.

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So let's go down to zero cache here.

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You can see it's this little tab under the properties.

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So have properties selected.

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I'm down here and an arrow cache.

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And also I found it's nice to set the air temperature kind of higher, too.

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So all the air around the smoke is also going up.

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So I'm going to add a zero here to temperature.

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And let's see, I'm also going to have the smoke dissipate.

20:22.790 --> 20:29.480
So this says how fast the smoke disappears, essentially to add a zero to that, too.

20:29.720 --> 20:33.560
And I'm also going to randomize the velocity, which is very nice to.

20:33.560 --> 20:41.120
It'll also add some texture and noise so that the velocity of the voxels and smoke emitting is going

20:41.120 --> 20:42.640
to be randomise a little bit.

20:42.890 --> 20:47.690
So I'm just going to add like a one here, you could do 10, you know, just play around with these

20:47.690 --> 20:48.140
numbers.

20:49.730 --> 20:52.850
It really depends on your scale and the look you're going for.

20:53.150 --> 21:03.920
And this is why it's really important to, again, work with the lowest master voxel size resolution,

21:03.920 --> 21:05.720
lowest resolution, meaning high.

21:05.720 --> 21:13.550
No work with that as much as you can because it'll allow you to iterate very quickly so you can play

21:13.550 --> 21:19.100
with these numbers, do another scratch cache, but keep this number high, meaning the resolution low

21:19.100 --> 21:20.240
so you can play with this stuff.

21:20.600 --> 21:26.480
So because we're caching, I'm going to maybe take this down, you know, whatever, a little bit,

21:26.780 --> 21:29.090
you know, one point three this time instead of one point five.

21:29.300 --> 21:31.970
So we'll just get a little more detail and the cache.

21:32.360 --> 21:38.840
And so because we already did the arrow cache thing from this menu here, compute and cash to disk,

21:39.200 --> 21:41.630
this set up all the file structure here.

21:42.050 --> 21:45.290
But technically, it's supposed to run the the cache.

21:45.590 --> 21:51.560
You can see we have a blue mark here now and the blue means cache to disk.

21:51.560 --> 21:53.450
The green means scratch cache.

21:53.780 --> 22:00.320
So it tried to cash the disk here, but yeah, it didn't do it.

22:00.320 --> 22:02.380
So we need to run it again.

22:02.420 --> 22:06.560
So the main thing to notice here is cache control.

22:07.010 --> 22:09.440
There's a number corresponding to each one of these.

22:09.770 --> 22:15.170
So let me show you it in the documentation cache control zero.

22:15.370 --> 22:23.000
Recompute the simulation, OK, one which is already set to reads cached frames because we clicked it,

22:23.000 --> 22:24.740
it thought, you know, a cached it.

22:24.740 --> 22:29.270
So now it's going to read what a cache but only cache this one frame we can see that's blue over here

22:29.630 --> 22:32.330
and if we hit play, it's not going to actually cache anything.

22:32.330 --> 22:35.080
So we need to change this number to two.

22:35.480 --> 22:38.240
It says creates user files for each frame.

22:38.270 --> 22:39.050
That's what we want.

22:39.050 --> 22:44.930
We want to create when we're done creating the simulation, we want to turn it back to one so that every

22:44.930 --> 22:49.910
time we're playing back, it's not overriding our cash and rehashing for no reason.

22:49.910 --> 22:50.210
Right.

22:50.510 --> 22:52.400
So we want to do this on two.

22:52.880 --> 22:54.290
So we'll set it to two over here.

22:54.290 --> 23:00.380
So it'll actually write and cache this out when we hit play on the play back button here.

23:00.770 --> 23:07.250
And after it's done, we can turn this back to one and it's going to read the cache files from this

23:07.250 --> 23:08.420
location that we've set.

23:08.570 --> 23:11.090
So I'm going to hit play and it's going to start caching.

23:11.090 --> 23:12.220
And I'll see you here in a second.

23:12.380 --> 23:12.800
Thanks.
