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Understanding Particles and Dynamics in Maya—Part 12

In this part of the series, I'll show you how to create realistic fire using nParticles and Fluid Dynamics in Maya.
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4 min read

Preview

1. Creating nParticle System

Step 1

Open Maya.

Open MayaOpen MayaOpen Maya
Open Maya

Step 2

Create some cylinders in the view port which will act as the wooden logs.

Create some cylindersCreate some cylindersCreate some cylinders
Create some cylinders

Step 3

Jump in the nDynamics mode as shown in the following image.

Jump in the nDynamics modeJump in the nDynamics modeJump in the nDynamics mode
Jump in the nDynamics mode

Step 4

With all cylinders selected, go to nParticles > Create nParticles > Emit from Objects and click on its option box. Turn on Balls option also.

nParticles  Create nParticles  Emit from ObjectsnParticles  Create nParticles  Emit from ObjectsnParticles  Create nParticles  Emit from Objects
nParticles > Create nParticles > Emit from Objects

Step 5

In the Emitter Options window, set Emitter type as Surface and the value of Rate (particles/ sec) to 1000. Click on Create button.

Emitter Options Emitter Options Emitter Options
Emitter Options 

Step 6

Hit the Play button and you will see the particles coming out from the cylinders.

Hit the Play buttonHit the Play buttonHit the Play button
Hit the Play button

Step 7

Open Outliner and you will see each cylinder has got its own emitter.

Open OutlinerOpen OutlinerOpen Outliner
Open Outliner

Step 8

Select nucleus1 in the outliner window and set the value of Gravity Direction to 1 in Y axis. Now the particles move upwards.

Gravity DirectionGravity DirectionGravity Direction
Gravity Direction

Step 9

Select nParticleShape1 attribute and go to Shading tab. Set Particle Render Type to Points

Shading tabShading tabShading tab
Shading tab

Step 10

Go to Particle Size tab and set the value of Radius to 0.100.

Particle SizeParticle SizeParticle Size
Particle Size

Step 11

Go to Lifespan tab and set the Lifespan Mode to Random range. Set the values of Lifespan to 0.100 and Lifespan Random to 0.050.

Lifespan RandomLifespan RandomLifespan Random
Lifespan Random

Step 12

Go to Shading tab once again and turn on Use Lighting option. This will display the particles in the view port in light mode.

Use LightingUse LightingUse Lighting
Use Lighting

Step 13

Select emitter1 attribute and set the value of Rate (Particles/ Sec) to 10000.

Rate Particles SecRate Particles SecRate Particles Sec
Rate (Particles/ Sec)

Step 14

Repeat the process with emitter2 and emitter3 also.

Repeat the process with emitter2 and emitter3 Repeat the process with emitter2 and emitter3 Repeat the process with emitter2 and emitter3
Repeat the process with emitter2 and emitter3 

2. Creating Fluid Dynamics Container

Step 1

Jump in Dynamics mode.

Dynamics modeDynamics modeDynamics mode
Dynamics mode

Step 2

Go to Fluid Effects > Create 3D Container and draw a 3D fluid container in the view port as shown in the following image.

Fluid Effects  Create 3D ContainerFluid Effects  Create 3D ContainerFluid Effects  Create 3D Container
Fluid Effects > Create 3D Container

Step 3

Go to fluidShape1 attribute and set the value of Base Resolution to 50. Change the values of Temperature and Fuel to Dynamic Grid.

Base ResolutionBase ResolutionBase Resolution
Base Resolution

Step 4

Select nParticle1 followed by fluid1 and then go to Fluid Effects > Add/ Edit Contents > Emit from Object.

Fluid Effects  Add Edit Contents  Emit from ObjectFluid Effects  Add Edit Contents  Emit from ObjectFluid Effects  Add Edit Contents  Emit from Object
Fluid Effects > Add/ Edit Contents > Emit from Object

Step 5

Hit the Play button and you will see smoke coming out along with the particles as shown in the following image.

Hit the Play buttonHit the Play buttonHit the Play button
Hit the Play button

Step 6

Go to fluidEmitter1 attribute and turn on Use Per-Point Radius option.

Use Per-Point RadiusUse Per-Point RadiusUse Per-Point Radius
Use Per-Point Radius

Step 7

Turn off the visibility of the nParticle1 layer so that only fluid is visible in the view port.

nParticle1 layernParticle1 layernParticle1 layer
nParticle1 layer

Step 8

Go to fluidShape1 attribute and set the Boundary Draw option to Bounding box.

 fluidShape1 attribute fluidShape1 attribute fluidShape1 attribute
fluidShape1 attribute

Step 9

Set the values of Damp to 0.002, High Detail Solve to All Grids, Solver Quality to 50 and Simulation Rate Scale to 1.300.

Damp Damp Damp
Damp 

Step 10

Go to Lighting and turn on Self Shadow option. Now you can see fire texture in the view port.

Self ShadowSelf ShadowSelf Shadow
Self Shadow

Step 11

Go to Container Properties and set the options of Boundary X to None, Boundary Y to –Y Side and Boundary Z to None.

Container PropertiesContainer PropertiesContainer Properties
Container Properties

Step 12

Go to Auto Resize to turn on Auto Resize option and turn off Resize Closed Boundaries and Resize in Substeps options. Set the values of Auto Resize Threshold to 0.002 and Auto Resize Margin to 4.

Auto ResizeAuto ResizeAuto Resize
Auto Resize

Step 13

Go to fluidEmitter1 attribute and set the value of Density/Voxel/Sec to 2

fluidEmitter1 fluidEmitter1 fluidEmitter1
fluidEmitter1 

Step 14

Go to Fluid Emission Turbulence and set the values of Turbulence to 4, Turbulence Speed to 0.200 and Detail Turbulence to 1.

Fluid Emission TurbulenceFluid Emission TurbulenceFluid Emission Turbulence
Fluid Emission Turbulence

Step 15

Go to Emission Speed Attributes and set the value of Speed Method to Add, Inherit Velocity to 0.500, Directional Speed to 1, Direction X to 0 and Direction Y to 1.

Emission Speed AttributesEmission Speed AttributesEmission Speed Attributes
Emission Speed Attributes

Step 16

Go to fluidShape1 > Content Details > Density and set the values of Buoyancy to 10 and Dissipation to 2. Go to Velocity and set the values of Swirl to 6 and Noise to 0.250.

fluidShape1  Content Details  DensityfluidShape1  Content Details  DensityfluidShape1  Content Details  Density
fluidShape1 > Content Details > Density

Step 17

Go to Turbulence and set the values of Strength to 0.400, Frequency to 2 and Speed to 0.400.

TurbulenceTurbulenceTurbulence
Turbulence

Step 18

Go to Temperature and set the values of Temperature Scale to 2, Buoyancy to 4, Dissipation to 12 and Turbulence to 8.

TemperatureTemperatureTemperature
Temperature

Step 19

Go to Fuel and set the values of Air/Fuel Ratio to 25 and Ignition Temperature to 0.100.

FuelFuelFuel
Fuel

3. Adding Fire Colour

Step 1

Press the Render button and you will see the rendered frame as shown in the following image. This doesn’t have the fire colour. So you'll need to add fire colour in the simulation.

Render buttonRender buttonRender button
Render button

Step 2

Go to Shading > Opacity and click on the Graph button.

Shading  OpacityShading  OpacityShading  Opacity
Shading > Opacity

Step 3

Add the opacity values in the graph as shown in the following image. Set the value of Input Bias to 0.100.

Add the opacity valuesAdd the opacity valuesAdd the opacity values
Add the opacity values

Step 4

Render the frame once again and you will see much detailed rendered frame.

Render the frameRender the frameRender the frame
Render the frame

Step 5

Go to Color and click on Selected Color option.

ColorColorColor
Color

Step 6

Set the values of H to 30, S to 0.800 and V to 2

Set the valuesSet the valuesSet the values
Set the values

Step 7

Hit the Play button and you will see the fire simulation animation.

Fire simulation animationFire simulation animationFire simulation animation
Fire simulation animation

Conclusion

In the next part of the tutorial, I'll show you how to create flamethrower simulation in Maya.