at 3:14 in the video, you say "i'll select them both"; what are the two pieces of "both"? You select the ocean mesh plus two bifrost nodes, yet the mesh does nto become highlighted in the outliner. Is this a bug, and the BossOutput should be highlighted? This step is not working correctly for me (maya 2020), I can get no particles to emit. Great video series, this is very helpful and well organized.
Thank you so much, Sir, for teaching us this simple tutorial 🤟. If you've not come to share it to social media, then we might never even know what would have happened if we haven't learnt and taken notes 📓🗒of it.
I'm getting an error and I don't know why, as I've followed all the steps exactly. But, I'm at 4:27 and when I hit play, the blue particles disappear and the box doesn't follow the boat. If I try to render any frame other than frame 1, I get this error: # Error: [BIFROST AI TRANSLATOR]: Liquid data {} not found # // Error: [BIFROST] Failed to load bif file '/voxel_liquid/voxel_liquid_volume.0059.bif'. // // Error: [BIFROST AI TRANSLATOR]: Liquid data {} not found // // Error: [BIFROST] Critical condition failed: (inData->inMemoryRef != NULL) (contrib\extensions\bifrost\procedural\common\src\Implicit.cpp:297) // // Error: Failed to initialize implicit data on node 'liquidShape1' // // Error: [proc] liquidShape1: error in user init from // // Error: [BIFROST] Failed to load bif file '/voxel_liquid/voxel_liquid_volume.0059.bif'. // // Error: [BIFROST] Critical condition failed: (inData->inMemoryRef != NULL) (contrib\extensions\bifrost\procedural\common\src\Implicit.cpp:297) // // Error: Failed to initialize implicit data on node 'liquidShape1' // // Error: [proc] liquidShape1: error in user init from // Can you please advise? Thank you!
Whoa, that definitely looks like something is wrong with your install. I'd first try disabling and re-enabling the Bifrost plug-in (Windows > Plug-in Manager). If that doesn't work, I think you might need a Maya re-install.
I have a problem. I tried to reference an animation scene with the water scene tutorial. For some reason, neither the animation or the water will work together. If I remove either of them the other will work just fine. Is there a reason both scenes are not working?
how you select BossOutput with emissionregionprop1 and bifrostLiquid1??? i see the BossOutput is not higlighted in outliner... and i cant make guide like in the tutorial
I selected the BossOutput plane in the Viewport, then selected the other two in the Outliner. You're right though, I'm not sure why the BossOutput didn't show as selected in the Outliner. It might've been a bug in this older Maya version or something.
At 3:11 the emission region node must not have actually been selected. To set up a bifrost guide, you only select the guide mesh and the bifrost liquid, not the emission region. In my tests, the guide does not get created if you have the emission region selected too. Just a screen redraw error I guess, but it had me pulling my hair out for awhile.
Hey it's me again asking for more help. What if the WaveSolver isn't caching in the viewport b/c the scene is massive will this tutorial work if I can't see the ocean simulation on the polygon plane? When I added the liquid sim to my boat sometimes it would stick to the the hull of my boat and never go the length of the boat? why is that? Thanks.
I know it's been years, but if your "boat" object is in a group, it puts the particles everywhere. You have to take it out of the group. Had the same issue.
For a scene I'm working on I want to make a hot tub with foam on top (because of the jets). So can I do that without having something on top of the water?
Hey...so i was wondering....can you use the "create boat"option from the "fluids" tab to simulate an object floating on the ocean that we created using BOSS ?
Is there a way so make an object float and interact with the waves that were created with BOSS?cause im working on a project that relies heavily on boats and sea....so a simulation like that would be amazing for my project.
@@WildWolf_21 That's not typically how you'd do an effect like that. Usually, you'd animate the boat floating (bobbing, moving, etc) by hand and then fill in the ocean around it using the method I've shown in these videos.
@Maya Learning Channel,i mean in a way to substitute the “make boat” option thats in the fluids tab...cause animating the boat alone will be time consuming plus having it react to waves will be even more time consuming....anyways,i was wondering if there was a way to gain more time by having it done automatically instead of manually. PS:it would be nice of you if you could do a video or link me one that shows how can i have the boat react to the waves ;)
whats the supposed simulation time for the this example scene?? The amount of time it takes to simulate on my machine makes me think there is something wrong on my side..or maybe it isnt? An Answer would be greaty appreciated
@@Autodesk_Maya thank you for your fast reply!!! over here it would take hours! im on a rather new machine (i9-7900X 1258gb ram) and the sim times feel way too long. any ideas if there might be some preferences that might be wrong?
I think the term you're looking for is "whitecaps". For this, you'd need to create dynamic foam particles (much like this tutorial video) all across the ocean's surface, instead of just around the boat (and guided by the BOSS ocean). That way, when the ocean mesh animates, the particles will spill over each wave like in real life. However, this will also be a much slower simulation because there will be a lot more particles, so I recommend simulating only a small area of ocean, or caching overnight. If you look in the Maya Content Browser (Windows > General Editors > Content Browser), in the Bifrost Fluids section, there's also an example called "oceanBeach" that demonstrates this (albeit in a shallow water scenario rather than deep ocean).
Try going to Bifrost Fluids > Kill Field and positioning the box where you want to eliminate particles. Make sure that you have the bifrostLiquid node selected when you create the Kill Field though, so that Maya knows which simulation to apply it to.
Yep, same here. I guess it's different in Maya 2019. But the good news is that the shader that is created renders out nicely without any tweaking. Seems like, at least...
Hello, I've been following your 4 step bifrost ocean tutorial for an experiment of my own, but can't seem to get the foam effects from this video right. There is no bifrost particles at all. Would appreciate greatly if I can get some pointers, thanks.
Are the foam effects you're going for using the included scene files from this tutorial, or your own? You'll need to adjust to the scale of your simulation if it's your own. The Master Voxel Size especially might need to be tweaked (generally the smallest value you can get away with, the better).
I created my scene from scratch, as for the scale I did follow the tutorials for the most part, but had to cut down on resolution due to my machine limitations which resulting in crashes. I also kept my real world scale ship at 0.03.
I'd still try to size down the Master Voxel Size if possible. Also, increase the emission region radius just to see at what point the particles show up.
How much RAM do you have? In general, dynamics is VERY resource hungry so it's not unusual for it to take long to generate a frame. You could try increasing the Master Voxel Size a bit. That'll decrease the simulation accuracy, but increase performance.
Awesome tutorial you have there...I really learnt alot... A quick question, is it possible after caching the foam particles out to disk, to convert them into mesh just like bifrost liquid and export as alembic so that when on importing, we can assign an aiStandardSurface shader to it and render it? I will really appreciate your response to this...
You can create an animated Ocean tile using this older feature: help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-74194EAF-EBF5-41C7-AA3C-3E34012F5CC0 Unfortunately BOSS was introduced in 2017 so you won't be able to use the workflow shown in this tutorial on that version.
do you think simulating liquid and foam together in the same time better than to simulate liquid first then use ( read/Write) and simulate the foam?? or will it be same result?
Using this technique it'll be the same either way. If you were doing an entirely Bifrost particle ocean, then it'd be better to simulate everything together.
I fixed it. So I have a more complicated model and all the particles can't be processed during playback. if i set the speed to free at every frame it'll give it enough time to render out the particles.
Hmm. There have been a lot of "ease of use" improvements since 2015. Most notably, the Modeling Toolkit and UV Toolkit are significantly easier to use than before. I don't agree that 2015 is any better for beginners.
Maya Learning Channel hmm I see But then again u are no beginer now But fantastic tutorials....I have just started modelling ....I wish in a year's time I am able to use all of your help...with these videos.
Hi, what was you system specs for this tutorial, I mean was that 1 machine or few, what was the CPU model? I tried your scene in single CPU I7-6700 with 32 of RAM, but the calculation of foam particles was few times slower. Say from frame 1 to 20 it took about 1 hour, from 20 to 40 it took additionaly 5 hours. Frame 40 foam_particle.bif has ~800 MB size. I just can't imagine how long it will take to make complex scenes if this simple one calculating for so long. BTW I've tried different PCs, with different Maya and Bifrost versions, and a result was pretty much the same it terms of performance. Thanks.
Hey, so just to be clear, some of that playback has been sped up to save time (as mentioned in the video description). In real-time, it takes me about 4-5 min to run through the scene on a dual Xeon with 64 gigs of RAM and an RTX card. Your best bet to improve real-time playback is to lower the resolution of the input mesh, turn off things like anti-aliasing and shadows, and use less complex lighting. Rendering the sequence takes about a few hours at the maximum subdivisions with the lighting shown here (which is pretty typical at industry studios). If thats too long, you can lower the quality of your lighting, subdivisions, etc.
As stated in the previous video, unfortunately the foam generated by BOSS isn't physically accurate which is probably the weirdness you're seeing (it's best used from far away or only at certain angles). If you need higher fidelity, then I'd recommend using Bifrost partcles to do foam for the entire wake (it'll require a lot more particles though, which will slow down performance).
That is actually what's happening. That being said, you can lessen the obviousness of it by widening the emission region (that'll generate more water around the boat, which in turn will generate more foam further away from the hull). Again, just be prepared to incur a performance hit due to more particles being generated.
finally at nearly 5 min of this video my pc died. each and every change no matter how small, my pc takes 69 days to update and maya becomes unusable for a brief amount of time. let alone the pressing play button lol. if a person wants to learn but the hardware limitations are just huge man. i wonder why i selected this field not having a capable pc damn
Unfortunately, particle generation is very CPU-intense (probably one of the most intense things you can do in Maya). You can try greatly decreasing the number of particles and greatly increasing the Master Voxel Size. Of course, this will impact your final look but at least you should be able to get something moving.
Complete waste of time! Bifrost foam with BOSS is terrible! The sim works fine but there's no way to eliminate voxel artifacting criss-crossing the foam. Unless you render from a very low angle, the artifacts are obvious. Useless in production.
at 3:14 in the video, you say "i'll select them both"; what are the two pieces of "both"? You select the ocean mesh plus two bifrost nodes, yet the mesh does nto become highlighted in the outliner. Is this a bug, and the BossOutput should be highlighted? This step is not working correctly for me (maya 2020), I can get no particles to emit.
Great video series, this is very helpful and well organized.
select BossOutput and then BifrostLiquid1
Thank you so much, Sir, for teaching us this simple tutorial 🤟. If you've not come to share it to social media, then we might never even know what would have happened if we haven't learnt and taken notes 📓🗒of it.
I'm getting an error and I don't know why, as I've followed all the steps exactly. But, I'm at 4:27 and when I hit play, the blue particles disappear and the box doesn't follow the boat. If I try to render any frame other than frame 1, I get this error:
# Error: [BIFROST AI TRANSLATOR]: Liquid data {} not found #
// Error: [BIFROST] Failed to load bif file '/voxel_liquid/voxel_liquid_volume.0059.bif'. //
// Error: [BIFROST AI TRANSLATOR]: Liquid data {} not found //
// Error: [BIFROST] Critical condition failed: (inData->inMemoryRef != NULL) (contrib\extensions\bifrost\procedural\common\src\Implicit.cpp:297) //
// Error: Failed to initialize implicit data on node 'liquidShape1' //
// Error: [proc] liquidShape1: error in user init from //
// Error: [BIFROST] Failed to load bif file '/voxel_liquid/voxel_liquid_volume.0059.bif'. //
// Error: [BIFROST] Critical condition failed: (inData->inMemoryRef != NULL) (contrib\extensions\bifrost\procedural\common\src\Implicit.cpp:297) //
// Error: Failed to initialize implicit data on node 'liquidShape1' //
// Error: [proc] liquidShape1: error in user init from //
Can you please advise? Thank you!
Whoa, that definitely looks like something is wrong with your install. I'd first try disabling and re-enabling the Bifrost plug-in (Windows > Plug-in Manager). If that doesn't work, I think you might need a Maya re-install.
@@Autodesk_Maya thank you for the feedback!
@@brittiebrittie123 we dont know what the problem is so we just tell you to reinstall.
Does this method of wave generation allow for Realistic Caustics?
Hy...pls help me...maya 2015 have not foam option..but have some use..pls. tell me what can i do
I have a problem. I tried to reference an animation scene with the water scene tutorial. For some reason, neither the animation or the water will work together. If I remove either of them the other will work just fine. Is there a reason both scenes are not working?
What's your playback speed? It needs to be set to "Play Ever Frame, Free" in order for simulations to work correctly.
how you select BossOutput with emissionregionprop1 and bifrostLiquid1??? i see the BossOutput is not higlighted in outliner... and i cant make guide like in the tutorial
I selected the BossOutput plane in the Viewport, then selected the other two in the Outliner. You're right though, I'm not sure why the BossOutput didn't show as selected in the Outliner. It might've been a bug in this older Maya version or something.
@@Autodesk_Maya Nevermind it work like a charm now....bifrost is amazing, thanks for your respons
At 3:11 the emission region node must not have actually been selected. To set up a bifrost guide, you only select the guide mesh and the bifrost liquid, not the emission region. In my tests, the guide does not get created if you have the emission region selected too. Just a screen redraw error I guess, but it had me pulling my hair out for awhile.
@@dw308 Absolute Legend, Thanks a ton
Hey it's me again asking for more help. What if the WaveSolver isn't caching in the viewport b/c the scene is massive will this tutorial work if I can't see the ocean simulation on the polygon plane? When I added the liquid sim to my boat sometimes it would stick to the the hull of my boat and never go the length of the boat? why is that? Thanks.
at 3:10, when I add the particles, they are all over my ocean, any idea on what I did wrong ?
Are you sure you made the boat your Emission Region? Also how big is your Thickness value?
I know it's been years, but if your "boat" object is in a group, it puts the particles everywhere. You have to take it out of the group. Had the same issue.
For a scene I'm working on I want to make a hot tub with foam on top (because of the jets). So can I do that without having something on top of the water?
Millions of thx 4 ur help and useful tuts!!
Hey...so i was wondering....can you use the "create boat"option from the "fluids" tab to simulate an object floating on the ocean that we created using BOSS ?
Unfortunately no. Everything in the Fluids tab is built on older, incompatible technology.
Is there a way so make an object float and interact with the waves that were created with BOSS?cause im working on a project that relies heavily on boats and sea....so a simulation like that would be amazing for my project.
@@WildWolf_21 That's not typically how you'd do an effect like that. Usually, you'd animate the boat floating (bobbing, moving, etc) by hand and then fill in the ocean around it using the method I've shown in these videos.
@Maya Learning Channel,i mean in a way to substitute the “make boat” option thats in the fluids tab...cause animating the boat alone will be time consuming plus having it react to waves will be even more time consuming....anyways,i was wondering if there was a way to gain more time by having it done automatically instead of manually.
PS:it would be nice of you if you could do a video or link me one that shows how can i have the boat react to the waves ;)
Yeah also one last thing....will the BOSS intersect/overlap with the boat?(As it being inside the boat it self and not around it)
whats the supposed simulation time for the this example scene?? The amount of time it takes to simulate on my machine makes me think there is something wrong on my side..or maybe it isnt? An Answer would be greaty appreciated
I can simulate it in about 15min. Of course, that number will depend on your particular computer setup (mostly CPU and RAM).
@@Autodesk_Maya thank you for your fast reply!!! over here it would take hours! im on a rather new machine (i9-7900X 1258gb ram) and the sim times feel way too long. any ideas if there might be some preferences that might be wrong?
How do I make the ocean have wave breakup foam? Looking to do this for a uni project
I think the term you're looking for is "whitecaps". For this, you'd need to create dynamic foam particles (much like this tutorial video) all across the ocean's surface, instead of just around the boat (and guided by the BOSS ocean). That way, when the ocean mesh animates, the particles will spill over each wave like in real life. However, this will also be a much slower simulation because there will be a lot more particles, so I recommend simulating only a small area of ocean, or caching overnight.
If you look in the Maya Content Browser (Windows > General Editors > Content Browser), in the Bifrost Fluids section, there's also an example called "oceanBeach" that demonstrates this (albeit in a shallow water scenario rather than deep ocean).
I want To delete the excess particles... but kill input mesh and kill plane also not working with this.... how can i delete excess bifrost liquid...
Try going to Bifrost Fluids > Kill Field and positioning the box where you want to eliminate particles. Make sure that you have the bifrostLiquid node selected when you create the Kill Field though, so that Maya knows which simulation to apply it to.
why there is not a aiStandardVolume node in my project?
Do you have the Arnold plug-in loaded?
Yep, same here. I guess it's different in Maya 2019. But the good news is that the shader that is created renders out nicely without any tweaking. Seems like, at least...
Hello, I've been following your 4 step bifrost ocean tutorial for an experiment of my own, but can't seem to get the foam effects from this video right. There is no bifrost particles at all. Would appreciate greatly if I can get some pointers, thanks.
Are the foam effects you're going for using the included scene files from this tutorial, or your own? You'll need to adjust to the scale of your simulation if it's your own. The Master Voxel Size especially might need to be tweaked (generally the smallest value you can get away with, the better).
I created my scene from scratch, as for the scale I did follow the tutorials for the most part, but had to cut down on resolution due to my machine limitations which resulting in crashes. I also kept my real world scale ship at 0.03.
I'd still try to size down the Master Voxel Size if possible. Also, increase the emission region radius just to see at what point the particles show up.
How about setting shader in Vray? anybody can help? Thanks
My cpu is i7 4700hq. When the wave is generated, the speed is very very slow. It takes more than 20 seconds to generate a picture. Why is this?
How much RAM do you have? In general, dynamics is VERY resource hungry so it's not unusual for it to take long to generate a frame. You could try increasing the Master Voxel Size a bit. That'll decrease the simulation accuracy, but increase performance.
@@Autodesk_Maya thank you,I have 8GB,Is it enough?
@@Tei君_channel 8GB is definitely a very low amount. For dynamics, I'd recommend 32 or even 64GB.
How would you go about comping the passes in Nuke?
Check out my tutorial series on Render Setup. You can apply it to this ocean scene to get render passes: th-cam.com/video/VjbYQF60N2w/w-d-xo.html
when I add the particles they are all over my ocean any idea on what I did wrong
Did you make the ocean your emitter by accident? It should be your boat.
that's the best render I've seen in my whole life
:Y
Awesome tutorial you have there...I really learnt alot...
A quick question, is it possible after caching the foam particles out to disk, to convert them into mesh just like bifrost liquid and export as alembic so that when on importing, we can assign an aiStandardSurface shader to it and render it?
I will really appreciate your response to this...
Yup. That's actually exactly what I do in one of the appendix videos: th-cam.com/video/ub3E2Ml_s5g/w-d-xo.html
please tell me about system requirment for maya.......for better performce??????
knowledge.autodesk.com/support/maya/learn-explore/caas/sfdcarticles/sfdcarticles/System-requirements-for-Autodesk-Maya-2018.html
how do I make like in a cup or bottle the water move but only the bottom area doesnt have wave effect?
In Maya, go to Windows > General General Editors > Content Browser. Inside the Bifrost Fluids examples, check out the "milkPour" example.
Can we make ocean simulation in 2016....?
You can create an animated Ocean tile using this older feature: help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-74194EAF-EBF5-41C7-AA3C-3E34012F5CC0
Unfortunately BOSS was introduced in 2017 so you won't be able to use the workflow shown in this tutorial on that version.
My emmision regeon is not following my boat annyone know how to solve this problem
do you think simulating liquid and foam together in the same time better than to simulate liquid first then use ( read/Write) and simulate the foam?? or will it be same result?
Using this technique it'll be the same either way. If you were doing an entirely Bifrost particle ocean, then it'd be better to simulate everything together.
i don't see any particles forming
// Error: [proc] liquidShape1: error in user init from
I fixed it. So I have a more complicated model and all the particles can't be processed during playback. if i set the speed to free at every frame it'll give it enough time to render out the particles.
can this be donein maya 2015 ?
Unfortunately no. BOSS was introduced in 2017.
Maya Learning Channel thought so ...our sir said get rid of 18 and install 20@5 it's good for beginners
Thank you so much
Hmm. There have been a lot of "ease of use" improvements since 2015. Most notably, the Modeling Toolkit and UV Toolkit are significantly easier to use than before. I don't agree that 2015 is any better for beginners.
Maya Learning Channel hmm I see
But then again u are no beginer now
But fantastic tutorials....I have just started modelling ....I wish in a year's time I am able to use all of your help...with these videos.
Hi, what was you system specs for this tutorial, I mean was that 1 machine or few, what was the CPU model? I tried your scene in single CPU I7-6700 with 32 of RAM, but the calculation of foam particles was few times slower. Say from frame 1 to 20 it took about 1 hour, from 20 to 40 it took additionaly 5 hours. Frame 40 foam_particle.bif has ~800 MB size. I just can't imagine how long it will take to make complex scenes if this simple one calculating for so long. BTW I've tried different PCs, with different Maya and Bifrost versions, and a result was pretty much the same it terms of performance. Thanks.
Hey, so just to be clear, some of that playback has been sped up to save time (as mentioned in the video description). In real-time, it takes me about 4-5 min to run through the scene on a dual Xeon with 64 gigs of RAM and an RTX card. Your best bet to improve real-time playback is to lower the resolution of the input mesh, turn off things like anti-aliasing and shadows, and use less complex lighting.
Rendering the sequence takes about a few hours at the maximum subdivisions with the lighting shown here (which is pretty typical at industry studios). If thats too long, you can lower the quality of your lighting, subdivisions, etc.
@@Autodesk_Maya Thanks for the reply and tutorial. It is really helpful. Yeah, some adjustments make the scene more responsive.
yeah i think the baked foam trail image sequence coming off the boat just looks worse and worse as it goes on
As stated in the previous video, unfortunately the foam generated by BOSS isn't physically accurate which is probably the weirdness you're seeing (it's best used from far away or only at certain angles). If you need higher fidelity, then I'd recommend using Bifrost partcles to do foam for the entire wake (it'll require a lot more particles though, which will slow down performance).
it also looks like the foam particles are literally being emitted from the geometry of the boat itself
That is actually what's happening. That being said, you can lessen the obviousness of it by widening the emission region (that'll generate more water around the boat, which in turn will generate more foam further away from the hull). Again, just be prepared to incur a performance hit due to more particles being generated.
THANK YOU!!!!
hi.Which is the official account of Maya on youtube
Atlantis R this is the one!
very very thank you
finally at nearly 5 min of this video my pc died. each and every change no matter how small, my pc takes 69 days to update and maya becomes unusable for a brief amount of time. let alone the pressing play button lol. if a person wants to learn but the hardware limitations are just huge man. i wonder why i selected this field not having a capable pc damn
Unfortunately, particle generation is very CPU-intense (probably one of the most intense things you can do in Maya). You can try greatly decreasing the number of particles and greatly increasing the Master Voxel Size. Of course, this will impact your final look but at least you should be able to get something moving.
Very nice, please put the translation into Arabic
Complete waste of time! Bifrost foam with BOSS is terrible! The sim works fine but there's no way to eliminate voxel artifacting criss-crossing the foam. Unless you render from a very low angle, the artifacts are obvious. Useless in production.
this looks really weird
I'm working on this tutorial but when I render the foam it looks like white dots I don't no why can you plz help me I'm using maya 2020