From the course: Maya 2018: Bifröst Fluids

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Laying out the scene

Laying out the scene

- [Instructor] Scene layout is, of course, very important in all cases, but I think especially so in a heavy dynamic simulation. There are a couple of special considerations. Here I have designated separate layers for Bifröst meshes, such as an emitter and collision objects, and other layers for renderable geometry, specifically the room and the door layers. Those are renderable. We can turn those off and see that the collision geometry is a lot more simple. But this is actually not for performance reasons. I'll re-enable the visibility for those two layers. Bifröst can handle heavy meshes without any problem, because it always re-samples the entire surface into a cubic lattice of voxels anyway. The density of vertices on the mesh is not a factor. Accuracy and performance are controlled in the Bifröst liquid property settings. The reason we have separate meshes for rendering and simulation is to give us more freedom and prevent having to re-solve the simulation, which could take many…

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