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In this part of tutorial, I'll show you how to create burning and flying chunks

using particles and fluid dynamics in Maya.

1. Setting Up the Particles System


Step 1
Open Maya.
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Open Maya
Step 2
Jump into the Dynamics mode. Go to Particles > Create Emitter.

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Particles > Create Emitter


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Step 3
A volumetric spherical particle emitter icon gets created on the grid, as
shown in the following image.

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A volumetric spherical particle emitter icon


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Step 4
Click on the Animation Preferences icon in the lower right corner. It opens the
Preferences window. Set the Playback Speed value to Real Time 24 fps and
click on Save.
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Animation Preferences
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Step 5
With the Emitter selected, go to emitter1 attribute and Set Key the value of
Rate (Particles/ Sec) to 400 at the 1st and 6th frames.

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(Particles/ Sec) to 400


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Step 6
At the 7th frame, Set Key the value to 0. This action will stop the particles
emission from the 7th frame onward.

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Set Key
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Step 7
Go to Volume Speed Attributes and set the value of Away From Center to 35.

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Volume Speed Attributes


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Step 8
Set the value of Random Direction to 4.

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Random Direction
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Step 9
Set the value of Along Axis to 15.

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Along Axis
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Step 10
Create a ground plane. Select the emitter followed by the ground plane and
go to Particles > Make Collide.

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Particles > Make Collide


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Step 11
With the particle system selected, go to Fields > Gravity.

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Fields > Gravity


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Step 12
Go to the gravityField1 attribute and increase the value of Magnitude to 70.

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gravityField1 attribute
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2. Setting Up the Fluid Dynamics System
Step 1
Jump in Dynamics mode. Go to Fluid Effects > Create 3D Container and draw
a 3D fluid container in the view port, as shown in the following image.
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Fluid Effects > Create 3D Container


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Step 2
Select the particles followed by the container. Go to Fluids > Add/ Edit
Contents > Emit from Object and click on the option box.

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Fluids > Add/ Edit Contents > Emit from Object


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Step 3
Set the Emitter name as Chunks Emitter and click on the Apply and Close
button.

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Emitter name
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Step 4
Go to fluidShape1 attribute and set the value of Base Resolution to 50,
Boundary X to None, Boundary Y to –Y Side, and Boundary Z to None.

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Go to fluidShape1 attribute
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Step 5
Set the values of Temperature and Fuel to Dynamic Grid.

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Set the values of Temperature and Fuel to Dynamic Grid


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Step 6
Under the Dynamic Simulation rollout, set the values of High Detail Solve to
All Grids, Substeps to 2, Solver Quality to 30, Simulation Rate Scale to
1.5, and turn on the Emit in Substeps option.
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Under Dynamic Simulation


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Step 7
Go to Auto Resize to turn on the Auto Resize option. Set the values of Max
Resolution to 500 and Auto Resize Margin to 3.

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Auto Resize
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Step 8
Under the Display rollout, set the Boundary Draw option to Bounding box.

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Under Display rollout


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Step 9
Go to the ChunksEmitter1 attribute and set the values of Rate (Percent) to
7000 and Max Distance to 0.700.

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Go to ChunksEmitter1
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Step 10
Under the Fluid Attributes rollout, turn on the Motion Streaks option.

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Under Fluid Attributes rollout


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Step 11
Under the Fluid Emission Turbulence rollout, set the values of Turbulence and
Detail Turbulence to 1.

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Under Fluid Emission Turbulence rollout


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Step 12
Under the Emission Speed Attributes rollout, set the values of Speed Method
to Add and Inherit Velocity to 1.5.

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Under Emission Speed Attributes rollout


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Step 13
Hit the Play button. You'll see the simulated frame in the viewport, as shown
in the following image.

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Hit the Play button


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Step 14
With the fluid container selected, go to Content Details > Density and set the
values of Density Scale to 0.5, Buoyancy to 0, Noise to 1, and Dissipation to
1.8.
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Content Details > Density


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Step 15
Under the Velocity rollout, set the value of Swirl to 3.

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Under Velocity rollout


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Step 16
Under the Turbulence rollout, set the values of Strength to 0.250, Frequency
to 0.200, and Speed to 0.100.

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Under Turbulence rollout


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Step 17
Hit the Play button to see the final effect, as shown in the following image.

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