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STEP 1) Import and Place Logs
a) Now we need something to burn, fire coming out of a bunch of doughnuts
just doesn't make sense. I'll be using some simple logs I modeled
in about 20 minutes, you can either import them or make your own.
b) Stick the logs into your fireplace, making sure they are not too
close to any edge of the box. Because we used spherical edge dropoff
there won't be any fire around the borders(it just fades to invisible).
c) You need to position the emitters now, make sure to place them
where fire should be coming from. Some of the places I make sure to
stick one is where two logs touch, along the bottom of any log that
isn't flat on the stone, around the edges of the log ends(where it
would be coming out from under the bark), and in the middle of the
pile of logs(these can just float, we won't ever see in there). Also,
try not to spread them too uniformly, clump them up a little.
d) You may or may not have a good number of emitters. If you need
to add more, don't just duplicate one that you have already. A normal
copy won't be connected to the fluid, so it'll be useless; and if
you turn on Duplicate Input Graph it'll duplicate the fluid as well,
which is bad 'cuz now your computer is doing twice as much(and caching
will very quickly fill your hard drive with a cache for each fluid)
NOTE: Moving the emitters will invalidate your cache, but maya won't
warn you. So before doing anything else, especially saving, delete
the cache.
STEP 2) Collisions (optional)
a) I usually don't have time to do this all the way through, and
it is generally unnecessary anyway. If you need to get close up to
the fire though, you'll want to add collision detection. This adds
a lot of time to caching, and therefore saving and rendering.
b) Make sure that both the Initial State and the Cache have been deleted,
they won't work anymore.
c) Reposition the emitters so that none is actually touching the surface.
d) Collisions depend heavily on resolution, the higher the better.
You may want to raise the resolution of the fluid and even smooth
the log models.
e) Select the logs and the fluid, Fluid Effects>Make Collide.
f) If you are getting that close, you'll also need to add some heat
shimmer to the shot. This would best be done in compositing, as it
would require another whole dynamic simulation in maya(particles or
fluids).
STEP 3) Initial State and Cache
a) Earlier I mentioned that we had a way around having to play through
the mushroom cloud at the beginning of the sim. This is it. Initial
States are a one frame cache that define the first frame of the sim.
This is the only way two caches can be hooked up to one fluid at the
same time.
b) Play through the sim, past the weird part at the beginning, and
hit stop (somewhere around frame 50).
c) Select the fluid, Fluid Effects>Set Initial State
d) Hit the rewind button to go to the first frame, notice that nothing
about the fluid changes.
NOTE: If you have animated attributes, which we do,
you need to be careful about where you cut this. If an attribute has
changed greatly since the first frame (say from 10 to 1) and you create
the initial state, you'll get a jump from 1 on the first frame to
10 on the second. In this tutorial our animation doesn't happen 'till
about 100 frames in so we don't have to worry about it.
e) now you can create a cache. just to let you know, you can create
an initial state after the cache. It'll just cut off the front end
of the cache, giving you a shorter animation. If you need to get that
time back, you can use Fluid Effects>Append to Cache. I try to
avoid this whenever possible as it wastes a lot of time.
a) Now's a good time to see where we're at. Set up
the Render Globals (image name, numbering, etc). Save the file, kick
off a batch render: Render>Batch Render.
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