Hi, my name is Diego Trazzi. I worked for Pirates of the Caribbean last year. Prior to that, I’ve worked on several feature films, such as Avatar and the Hobbit. And prior to that, I have about 17 years experience in visual effects. My speciality is in water simulations. I’m particular excited about everything that is ocean related. I like water movement and I’ve found that computer graphics and, in particular, fluid dynamics, are something that I’ve been having fun with.
With this experience, I decided to put together a series of video tutorials on BiFrost, to update you on the changes that have been built between BiFrost 2015, 2016, and 2017.
This class is an introduction to the methodology of working with SDF surfaces, with tile format and data structure. It will show you how to generate a simple simulation in BiFrost 2017. This first course in the series is addressed toward users who have never used BiFrost before and are willing to understand the functioning of this framework. In the course, I hope that the artist will learn how to generate a very simple liquid simulation using a few fundamental blocks: emitters, colliders, kill volumes, and fields, which will allow you to then expand with your creativity and generate more complicated simulations.
I decided that we will animate a logo for a possible pirate movie. It’s important to understand the foundation explained in this course in order to be able to use more advanced features in future courses. The course will also show you how to cache out the simulation and render it, both in Arnold 4 and Arnold 5.
01: Class Overview: what we’ll cover and final results
02: Requirements : Maya Version, where to download, which version and how to install
03: Geometry preparation: how to setup maya scene file for simulation: Scale Units, Watertight Objects
04: Simulation setup: emitters
05: Simulation setup: colliders
06: Simulation setup: BiFrost container and liquid properties
07: Setting up the skull scene: part 1
08: Caching part 1: simulation
09: Simulation setup: motion fields and kill planes
10: Caching part 2: BiFrost shape and mesh export
11: Arnold rendering
12: Arnold 4 vs Arnold 5
Autodesk BiFrost 2017
Available immediately upon purchase for fast video-on-demand streaming at https://cmivfx.com
Learn how to create a turn table, render out a movie sequence, and put the frames together. We've used Virtual Dub which can be downloaded here: http://virtualdub.sourceforge.net/. For more Maya tutorials visit https://simplymaya.com/autodesk-maya-training/.
Marcel de Jong, Technical Team Lead NAMER at Autodesk Media & Entertainment, gives an in depth instruction on the rendering workflow for Arnold Render and Maya.
The following is covered in this video:
• .ass (ASCII; can be rendered through kick)
• Memory efficient
• Compatible with HtoA, KtoA, C4DtoA, MaxtoA, SltoA
• Can be loaded as a StandIn
• StandIns keep working scenes light
• Defers loading of geometry and shading until render time
• All StandIns share memory footprint
• Full resolution
Autodesk Media and Entertainment Collection:
Join Marcel deJong, Technical Team Lead at Autodesk, as he presents several interactive rendering workflows with Maya 2018 and Arnold 5. This includes objects ranging from nParticles, MASH, Arnold Stand-Ins and Curve rendering, to IES lights, atmospherics, and more.