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There are some interesting news concerning gaseous fluids. The nparticles can have surface tension in the next version, making them more realistic as liquid, I hope. I am looking forward to it.
Auto Resize: Maya Fluid Effects now includes an Auto Resize feature. Auto Resize dynamically resizes 2D and 3D fluid containers when the density near the edges of the fluid reach the set Auto Resize Threshold value. With Auto Resize on, Maya only simulates regions of the container with density rather than the area set by the grid size. The smaller simulation area increases simulation speed, reduces rendered times, uses less memory, and results in smaller fluid cache files.
Auto Resize works well with fluid effects that move quickly, such as a missile vapor trail or the rolling smoke of an explosion, as it keeps the fluid container relatively small.
Self Attraction and Repulsion: Fluid Effects now includes Self Attraction and Repulsion attributes that generate attractive and repulsive forces between the voxels in 2D and 3D fluid containers. Using Self Attraction and Repulsion attributes, you can specify whether the forces use density or temperature grid values as well as control the strength of the attraction and repulsion force.
You can use Self Attraction and Repulsion to create effects such as swirling gas clouds and galaxies that contract and expand. Using a strong self repulsion force, you can simulate rapidly expanding gases to create realistic explosion flashes.
New fluid container properties: New Container Properties attributes make it easier to modify the resolution of fluid containers.These new attributes include the following:
Keep Voxels Square: Use Keep Voxels Square to set a fluid container's resolution based on the fluid Resolution and Size values while maintaining square voxels in the local space of the fluid. Square voxels can provide better fluid simulation and rendering results. When Auto Resize is on, Keep Voxels Square is on by default.
Base Resolution: When Keep Voxels Square is on, you can use Base Resolution to simultaneously set the X, Y, and Z Resolution values of your fluid container.
New Dynamic Simulation attributes: New Dynamic Simulation attributes improve the quality of fluid simulations. The new attributes include the following:
Forward Advection: Forward Advection is a new method that you can use for calculating Density, Temperature, and Fuel grids. When on, these grids are solved using a mass conserving forward propagation technique that pushes density forward through the grid. Fluid effects solved using Forward Advection can produce fewer artifacts when the High Detail Solve option is used, and results in less diffusion than the default solve method. Fluid Advection can also resolve instances where density remains static in voxels.
Substeps: Use Substeps to specify the number of times the solver performs calculations per frame. Substeps are useful for improving the stability and simulation results of fast-moving fluids, fluids with high density grids, and when the High Detail Solve option is used.
Output mesh per-vertex shading attributes: You can now generate per-vertex color, opacity, and incandescence data when you convert your fluid object to a polygon mesh. When on, Color Per Vertex, Opacity Per Vertex, and Incandescence Per Vertex generate per-vertex data which is derived from the fluid object's color, opacity, and incandescence values. The output mesh per-vertex data can then be used as color set data and applied to the polygon object like other color set data.
Velocity Per Vertex for motion blur: You can now create motion blur when you render fluid output meshes. A new Velocity Per Vertex attribute generates velocity per vertex data when a fluid object is converted to an output mesh. When you render your fluid output mesh using mental ray for Maya, velocity per-vertex data generates motion blur in the rendered output.
Uvw Per Vertex: You can now generate a UVW coordinate system for your fluid output meshes. A new Uvw Per Vertex attribute outputs UVW coordinates when a fluid object is converted to an output mesh. You can use the UVW coordinates to assign textures to fluid output meshes.
You can use the UV Texture Editor to modify the output mesh UV topology like any other polygon surface.
Fluids Lighting: A number of new Lighting attributes have been added to Fluid Effects that let you preview the lighting and shadowing of your fluid in the workspace before rendering. There are now more internal lights, including point, directional, and ambient lights, that you can use to light your fluid effect. Using internal lighting decreases fluid render times.
New fluid lighting features include the following attributes:
Shadow Diffusion: Controls the softness of the fluid's internal shadow, simulating local light scattering. Shadow Diffusion can only be seen in the workspace not in a rendered fluid. To use Shadow Diffusion effects in your finalized fluid, you can use Playblast to output simulated frames.
Light Type: Use Light Type to select the type of internal light you want to use with the fluid when displaying it in the workspace. You can now select an internal diagonal, directional, or point light. If Real Lights is off, the selected internal light is used to light the fluid for rendering. The internal point light also includes a Point Light Decay attributes that let you control how quickly the light's intensity decreases with distance.
Light Brightness and Light Color: You can use Light Brightness and Light Color to set the intensity and color of the selected internal light.
Ambient lighting: Fluid Effects now includes ambient lighting which you can preview in the workspace before rendering. Using ambient light attributes, you can control the intensity, color, and diffusion of the ambient light.
New Dynamic Simulation attributes: New Contents Details attributes let you add more detail and turbulence to your fluid effects. These new attributes include the following:
Noise: Density, Temperature, and Velocity now include a Noise attribute that randomizes density, temperature, and velocity grid values. You can use Noise to create turbulence as well as to add detail to a fluid effect.
Tension: Density and Temperature now include a Tension attribute that lets you smooth ranges of density and temperature into round shapes, making the density and temperature boundaries more defined in the fluid. You can use Tension to create effects that are similar to the effect of surface tension in liquids.
Gradient Force: Density now includes a Gradient Force attribute that applies attractive and repulsive forces along the direction of the density gradient. Positive Gradient Force values push in the direction of increasing density, producing an attractive force. Negative values push density away from itself, producing a repelling force. Gradient Force is similar to Self Attraction and Repulsion, but the effect of Gradient Force is localized to the entire grid and takes less time to calculate than Self Attraction and Repulsion.
Boundary Draw improvements: The Outline option for the Boundary Draw attribute has been improved on 2D fluid containers. A dotted line displayed around the container indicates the potential volume of the 2D fluid.
Texture Rotate: A new Texture Rotate attribute lets you rotate the textures applied to your fluid effects.
Emit fluids from nParticles: You can now emit fluid from nParticle objects using Emit from Object. To control the fluid emission rate, you can either use fluid emitter attributes, or you can use nParticle per-particle rate and per-particle radius attributes. For example, you can use a per-particle ramp or an expression to control the radius of fluid emission based on the per-particle radius of nParticles. Emitting fluid from nParticles lets you combine fluid and nParticle effects in the same simulation. This provides better control over smoke, fire, dust, or debris clouds that result from nParticle collisions and explosions.
You can also emit fluid from Maya classic particles.
New fluid emitter attributes: Maya 2011 includes the following new fluid emitter attributes:
Rate (Percent): A new Rate (Percent) attributes lets you scale the individual emission rates of all fluid grids, including Density, Heat, and Fuel. Rate (Percent) sets fluid emission rate as a percent.
Emission method: New emission methods for Density, Heat, and Fuel let you specify how contents are emitted into fluids. The default Add method adds contents using a continuous emission rate. This is the same emission method used by fluids in previous versions of Maya.
A new Replace emission method lets you specify the total amount of contents emitted in the fluid. It can be used to obtain specific amounts of density, heat, and fuel without needing to reset the fluidâ€™s initial state from an advanced frame. This is useful for quickly simulating effects such as rising heat and wind tunnels.
Emission maps: There are now emission maps for Density, Heat, and Fuel. Using the emission map attributes, you can map a 2D texture to control emitted density, temperature, and fuel. Texturing the emission is now supported.
Motion Streak: When on, Motion Streak smooths emission stamps into a continuous fluid streak. Motion Streak is most useful for effects with fast moving emitters, which can cause emission stamping.
Normalized Dropoff: A new Normalized Dropoff attribute for volume emitters is now fixed relative to the emitterâ€™s scale, rather than to Worldspace. This ensures that fluid simulations remain consistent if the fluid container and emitter are scaled together. It also improves Fluid Dropoff for Cube volume emitters by using a smooth dropoff towards the volume boundaries. In previous versions of Maya, a cylindrical pattern dropoff is used with Cube volume emitters.
Use Distance: A new Use Distance attribute lets you use Min Distance and Max Distance with Surface and Curve emitters. In previous versions of Maya, to use Min Distance and Max Distance with Surface and Curve emitters, Min Distance has to be set to a value other than 0. You can now set Min Distance to 0 for Surface and Curve emitters.
Emission Speed Attributes: A number of new Emission Speed Attributes let you control speed and velocity emission for all emitter types. For example, you can adjust emitted speed along the tangent of a Curve emitter or along the axis of a Volume emitter.
Collide Strength: A new Collide Strength attribute lets you specify the strength of collisions between nCloth and other Nucleus objects.
You can use the Paint nCloth Properties Tool to create a Collide Strength vertex map or texture map to dampen or disable collisions on selected nCloth and passive collision object components. In previous versions of Maya, the easiest way to exclude selected vertices from collision is to create Exclude Collide Pairs constraints. Collide Strength Maps have also been added to nCloth objects. Passive collision objects also have new Collide Strength and Collide Strength Map attributes.
Paintable Rest Length Scale: You can now can use the Paint nCloth Properties Tool to create a Rest Length Scale vertex map or texture map to set Rest Length Scale on selected nCloth object components. Painting Rest Length Scale values per-vertex is useful for creating ruffles and flares in nCloth, and for simulating textured fabrics, such as seersucker.
New Cacheable Attributes option: A new Dynamic State option for Cacheable Attributes provides improved results for resuming nCloth simulations off the end of an nCache. Dynamic State caches the X,Y, and Z positions of an nCloth object's vertices, the object's velocity, as well as internal state information.
Per-particle rotations: New Rotation attributes let you control how Nucleus drives nParticle rotations on a per-particle basis. Rotation attributes can also be used to rotate instanced geometry. Rotation Friction and Rotation Damp attributes let you control the rate of particle rotations.
Per-particle rotations are useful for creating realistic, randomly moving objects such as flying debris in an explosion effect.
Collide Strength: A new Collide Strength attribute lets you specify the strength of nParticle collisions, including self-collisions and collisions with other Nucleus objects. Using Collide Strength, you can specify if an nParticle object fully collides, partially collides, or does not collide with other objects.
A new Collide Strength Scale ramp lets you set Collide Strength on a per-particle basis. Using a Collide Strength Scale ramp, you can dampen or disable collisions on individual nParticles based on properties such as age, speed, or radius.
Collision Ramps: nParticles now includes internal per-particle ramps for collision attributes. You can use Collision Ramps to set per-particle Collide Strength, Bounce, Friction, and Stickiness on nParticle objects, and scale attribute values based on nParticle properties such as age, radius, or speed.
Surface Tension: A new Surface Tension attribute lets you add realistic surface tension to your nParticle liquid simulations. In nature, surface tension is the attractive force between the molecules of liquids, and is most noticeable in phenomena such as the formation of water beads or liquid droplets on surfaces. Surface Tension mimics this characteristic by creating contracting and expanding behavior on the surface of a liquid nParticle object as it moves. A Surface Tension Scale internal ramp lets you set Surface Tension on a per-particle basis.
Viscosity Scale ramp: Maya 2011 includes a Viscosity Scale ramp that lets you set per-particle Viscosity values of your liquid simulation nParticles. Using the Viscosity Scale ramp, you can scale Viscosity values based on nParticle properties such as age, radius, or speed.
nParticles constraint improvements: You can now add nConstraints to nParticles emitted into your scene after initial state. For example, you can add a Component to Component constraint to emitted nParticles to create a continuous chain of connected particles. In previous versions of Maya, only initial state nParticles can have constraints.
nParticles output mesh improvements: Maya 2011 includes performance improvements when converting an nParticle object to a polygon object. These improvements are most noticeable when using Triangle Mesh or Quad Mesh as the Mesh Method. In Maya 2010, meshes output as quads (Mesh Method set to Quads) may have issues with non-manifold geometry or spikes in the areas joining the separate lobes of the isosurface. Many of these problems have been fixed in Maya 2011. Also, the initial quad surface generated by the mesh conversion is now smoother, even when Mesh Smoothing Iterations are set to 0.
Output mesh per-vertex shading attributes: You can now generate per-vertex color, opacity, and incandescence data when you convert an nParticle object to a polygon mesh. When on, Color Per Vertex, Opacity Per Vertex, and Incandescence Per Vertex generate per-vertex data which is derived from the nParticle object's per-particle color, opacity, and incandescence values. The output mesh per-vertex data can be used as color set data and applied to the polygon object like other color set data.
Velocity Per Vertex for motion blur: You can now create motion blur when you render nParticle output meshes. A new Velocity Per Vertex attribute generates velocity per vertex data when an nParticle object is converted to an output mesh. When you render your nParticle output mesh using mental ray for Maya, velocity per-vertex data is used for rendering with motion blur.
Uvw Per Vertex: You can now generate a UVW coordinate system for your nParticle output meshes. A new Uvw Per Vertex attribute outputs UVW coordinates when an nParticle object is converted to an output mesh. You can use the coordinates to assign textures to nParticle output meshes.
You can use the UV Texture Editor to modify the output meshes' UV topology like any other polygon surface.
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