Billowy Particle Simulation | Bifrost Aero | Maya & Arnold Renderer | Reimagine Fx | Skillshare

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Billowy Particle Simulation | Bifrost Aero | Maya & Arnold Renderer

teacher avatar Reimagine Fx, Reimagine Fx

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:15

    • 2.

      Understanding Bifrost

      4:44

    • 3.

      Deforming Geometry

      6:38

    • 4.

      Setting Up Simulation

      5:26

    • 5.

      Motion Field

      3:20

    • 6.

      Caching

      2:33

    • 7.

      Shading & Lighting

      12:25

    • 8.

      Rendering

      4:38

    • 9.

      Post Process

      6:54

    • 10.

      Conclusion

      3:12

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About This Class

Hello Everyone. In this class, we are going to learn how to create a Billowy Particle Simulation using Bifrost Aero. We are going to dive into how the process works what are the possibilities and how you can create your own particle simulation. We will dive into how Bifrost Aero actually works. We'll see how you can create custom emitters and how to deform geometry, how to setup simulation and how you can add turbulence and motion field to add dynamics to your simulation and finally we'll dive into shading and lighting. We'll see how you can create randomize color for every particle and how to differently light the scene. At last we'll do some post process to finish it off. Enjoy the class!

Meet Your Teacher

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Reimagine Fx

Reimagine Fx

Teacher

With over 8 years of experience in the dynamic world of visual effects, I am a seasoned 3D Compositor, FX artist, and Motion Designer driven by a passion for storytelling through the captivating medium of film. My journey in the industry has been marked by a relentless pursuit of excellence and a commitment to pushing the boundaries of creativity. Throughout my career, I have honed my skills in a multitude of VFX and 3D programs, staying at the forefront of industry trends and innovations. My toolkit includes industry-standard software such as Maya, Nuke, Unreal Engine, Houdini, and more, empowering me to tackle any creative challenge with confidence and precision. Like the vast expanse of fiction in movies, I am drawn to the art of storytelling, weaving narratives that transport audien... See full profile

Level: Intermediate

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Transcripts

1. Introduction: Welcome back to another very exciting class. In this class we are going to talk about how we can create a nice blowing particles and lesion inside of Maya. And we are going to be using Bifrost. We are going to understand how Bifrost aero actually works. You can create your own custom images, how you can be formed your own geometry to create a very nice building particles simulation. And then we'll see how you can set up your simulation, how to go around it, and how the motion will work, how you can add your turbulence into your noise. Noise works with your simulations and then we'll dive into the catching, how catching is done inside of Bifrost, and how you can manipulate it. And then finally, we'll dive into the shading and lighting where you can create a very dynamic lighting for your scene and how you can create your own custom particle shooters for your own particles simulation. We'll dive into how differentiate the works and how you can pretty much shoot them differently according to your particles. Then we'll dive into the rendering. Rendering works, or you can create a seamless surrenders and how to save your rendering time. At the end, we're going to talk about how to do a post-process inside of After Effects. You can pretty much change overall look of your particle simulation. How you can color corrected, how you can create a very desired looked at the rural solution. I hope you enjoyed this class and I'll see you on the other side. 2. Understanding Bifrost: Alright, so let's understand how Bifrost aero works. By first arrow is a very nice maximization Bifrost fluid dynamic system that works pretty nicely around fluids. There a couple of things that you should know or you can say it's a prerequisite before getting into fluids. Let's start off by understanding how the Bifrost actually walk around. Now the first thing that you should know is you need an ammeter by a customer amateur in winter can be anything. It can be a primitive. It can be your own custom model or you can use it for whatever you want. Now if you don't have Bifrost loaded in your Mayan system, I will put a Windows system and preferences Plug-in manager. And if you scroll down, you will see by first year the result. As you can see, make sure everything is loaded. Set it to auto load and you'll be good to go. Now, as I said, you need a custom amateur that mean if you go for Bifrost aero, you'll notice that you get the container, you get the properties, and you get the mesh. But if you play, you'll notice nothing happens because you don't have anything as a source of emission. What we're going to do, I'm going to delete all of these. And let's take a sphere, simple sphere as a start. And from here you can go to by photo and it automatically recognizes your emitter or you can see your source of emission, those objects that you have selected. And I start playing this, you'll start to see the particles moving around. Let me just change the background. I'll be now you can see you can emit these types of particles. Look pretty good. This is what you have to understand. Now the second thing, that has to be a one-unit skill regarding the amateur, that means if your object is too small, it will not meet your particles. For example, if I make it somewhere above 0.5, it will still emit. Alright? Yeah, it's, if we go lower, you'll notice that it's not emitting any fluids anymore. The reason is because the ski is too small. So keep in mind that you need good amount of steel. It doesn't have to be too big. It doesn't have to be too small. You just have to be a reasonable amount of skills. So one is a good number. You can give it 2.5.6 or so on depending upon your scene. The overall simulation that you're doing is the scene is too small mixture you make a scene bigger or just try to manage it, how it is fitting your signal depending on the scale. Now the other thing is again, I'm going to take a simple cube as our ammeter. And let's go to arrow and open up the attributes. In here. You'll notice that we have couple of properties, the arrow, mesh and amateur property. Now, we've got this unusual property since we have created our custom editor. As you can see, the emission rate has been said to continuous emission by default on our arrow, if you're using a Bifrost Fluids, the continuous emission is turned off by default. Now the other thing that you should understand about the why first arrow is, this is your master of hillsides, is your overall quality of your aerodynamics. That means the lower the number is, the more higher amount of particles and more better simulation you're going to get, but at the cost of obviously the calculation time. So keep that in mind. Whenever you are increasing or decreasing this number, it's always going to cost you and in your catching time. So keep that in mind. Apart from that, the overall native fields doesn't work with you. Alright, so by process created their own dynamic system for that. And that is the motion field which we are going to be using in the later chapters. So there's that and we'll see how this works and everything. So that's it for understanding how the Bifrost work. This is just to get you started off the rural basic understanding of how arrow actually works. Now one more thing, last thing to keep in mind, there are a couple of methods that you can visualize your L. For example, if you go to your arrow continuum property, if you scroll down, sorry, In your airship, scroll down render here you'll notice that the winter has been set to volume, which means it's basically going to render it as a volume. Now if I show you, let me just pause this. If we go to Arnold IPR and let's take a physical, as you can see, we are getting this type of smoke. So there are a couple of things to understand. We strive with arrows simulation you want. For our scenario, we are going to be rendering it as a particle, not as a smoke or as a volume. So we are going to be using the point volume. All right, so that's it for understanding how the bifurcation, this is the basic thing that you should know to get you started. And I'll see you in the next chapter. 3. Deforming Geometry: All right, so in this chapter we are going to be creating our own custom parameter. So I'm going to start off by going to call evolving. Now again, this is all nothing but a creative process. You can use your own imagination to create your own amateur. And it will work just as nice feet on your simulation to. Now for my, I'm gonna show you a couple of examples. You can take a simple tourists, for example. What you can do is you can simply go to modeling menu and the form. And here you will find something called as the picture deform right about here. You can select this and in the picture what you can do is you can basically take any noise that you want, for example, this noise. And now you have basically deform your overall geometric. Nor from here again, you can play around with it however you want. You can change them, maybe time to pretty much animate this. So you can use this as well, which I've actually used in the original example, which I've shown in the family. So you can use this as well. Now for my example, what I'm going to be using is a different thing. You can also use a platonic if you want. You can take maybe a dodecahedron and maybe increase the subdivisions, maybe taking a pie or maybe a triangles, caps. Totally depends on what kind of emission amateur you want to create. For our example, what we are going to be using super Eclipse. You can find it over here, or you can also go to Create polygon primitive. And here you will find the superscripts. We are going to be using the ships. You can select any one of them. You can always go back and change it. So for example, if you control, that is for the attribute editor. And the third type that we have is the oral poly Super sheep in here you'll notice that we get access to all the three ships. And here are the parameters to pretty much anything you want regarding do shifts like here, you will notice that I'm pretty much deforming them manually. And if you want, you can go to spherical harmonics. And spherical harmonics will come here. It will be visible, otherwise, the rest of them will be greater because you are not onto that cheap. So keep that in mind. But the easier method that I've found is basically creating a random stream. And that will give you a pretty nice object looking like I'm gonna gene mind-boggling quickly. This is what you can. Now you'll notice that we are getting inverted enormous and that's not going to be an issue for the error. But if it's bugging you out or you can do is go to lighting and such a two-sided lighting that is fixed the problem. Select any shape that is looking good for you or you can, that is good emission source. For example, this is going to be quite nice for me. I'm gonna go with this. Now since our animation is going to be happening, where our emission is going to occur, n is going to disappear. So that means our fluid is going to be generated, is going to create a very nice I'm assuming Cloud and let me go into disappear. So we have to create those animation since our ammeter source is the object itself, what do we have to do is make this object appear and disappear. At the same time, we are going to be animating the ship. Now to do that, all we have to do is go to our overall channel box. And here are all the B's category that the object Gaddis. I'm gonna select all of them. It right, and I'm going to right-click on them, select everything left mothering, right-click. Or you can also simply hit S on your keyboard to pretty much do a hotkey for the keyframing. In the beginning, what I'm gonna do is all you need is the scale value. We don't need anything and scale and the rotation, so we don't need anything else. You'll notice we don't need any parameters. And you will understand why in a minute. For the starting, I'm going to keep it 0 skill. So that means our object is not visible in the scene. And I'm gonna select all of them. Right-click key selected. And as it grows to vote, 10th frame, it reappears again. And I'm gonna select all of them and right-click Key Selected. Now one thing to keep in mind I am using my, my composition is about 30 frames per second and we are using 150 frames. That means we are going to be getting a 5 second and mission. You can change it to any number that you want. If you want to, you can do all 24 seconds simulation. It's totally up to you. Now the next thing I'm gonna do, raise again, this ship goes back around 30 to 42nd. I'm going to go for maybe like a 30 and I'm going to make the scale back to 0. So our object is going to appear and then disappear again, so you can select it. And if you look at the animation, we have something like this. I'm gonna switch this to real-time electrical new playback speed and make sure it is set to play everything max you can, let's see. So this is what we are getting. Object is enlarging. So from here, we're not getting any initial emission in the scene. There won't be any particles, and around here, there will be particles emitted and then it will go back to 0. So no particular mission. So that will give us a very nice mushroom cloud. Now here it is too basic, this is too simple. So what we are going to do is we're going to add a little bit of rotation in here. So about ten frame where the object is completely visible and it's at its original scheme. What we're going to do is basically put any number of rotation, like maybe on three hundred sixty, one hundred eighty. And I'm going to right-click empty selected. What you are getting now is this very nice rapid emotion. I think the rotation is a bit too strong, so I'm gonna go back to the 10th frame. And maybe instead of 360, I'm going to use maybe a 60 value. I think that would be good. Right-click key, key selected, and I think the 60 value is too low. I'm going to go for maybe like 180. Alright, let's select it. And when it's returning back to the 0, instead of going back to 0, we can use a negative value. So maybe like minus 180, minus 90, and maybe like minus 60, simply p selected. And now if we play this back, we are getting something like this. Alright, so now we have created an ammeter which is kind of doing its thing. This is going to be our base of the emission, and now we're good to go. So again, you can repeat this process with any object that you want or any parameter that you want or any primitive that you want. You can also use a texture deformer if you want. It's totally up to you. This is just a bit more easier. All right. That's it. Let's go into setting up a simulation. 4. Setting Up Simulation: Alright, so let's start off by setting up our simulation. So I'm gonna select my shape and I'm going to call this ammeter. Double-click on the shape and click on your object and simply go to epochs minimum by four fluids and simply click on the arrow. Now our arrow container has income. And if you play this now, we're getting this type of emission of the smoke and you can hardly see the particles because it's very little in very low amount. What do we are going to be doing? A select your continuum, go to Attribute Editor and what you want as the arrow property container here. And as I said earlier, this is your overall quality. The more value you reduce the amount of particles you're going to get. I'm going to put in a value of 0.200. It's going to be a bit slow because we are adding too much particles here. So it will be a bit slow to see, but let's see. All right, so there we go. Now we are getting something like this, which looks pretty good, Not that bad. But let's see if you are not satisfied with the overall smooth. You can see the particle generation here. Let's see not looking that nice or you want to achieve you change your mind, It's not looking good. Do you want to maybe go into a different shape, maybe play around with something else. What you can do is you can simply select diameter. Here you'll notice that we are getting the shift. You can simply go back to your super ellipse and you can choose the size. And it's always, it's a procedural method. It's always going to adapt to the new particle system, is always going to understand how the overall objectives, and I'm going to keep it to this and let's see how this one is looking. And again, I'm gonna go back to my select the arrow here. Let's go back to the container and reduce the master voxel size 2.200, know it's going to take a little bit of more time. Now one thing to keep in mind, obviously pure outliner dot here, it is going to be useful for the rural process. So if you don't have the outliner here, go to Windows and outliner. Let's see. All right, so we are getting something like this, which looks pretty nice to me. Again, it's totally up to you if you want to go along with this or not. This is totally your choice. I think I'm liking the overall view here. I really like the viral particle simulation here. It looks pretty nice, it looks pretty good. But again, the fluid motion is too big for my simulation. As I said, this is going to be pretty high volume. Again, I can go back to change the shape or I can keep it to that if I want. It's totally up to me. But it's not doing that. But I guess I can keep it to here. And I believe that Emily, overall animation is going to last or somewhere about 110 seconds shortly. I'm gonna keep it to 120. That seems like a good number. Now, let's go on and start adding more stuff to it. Now this looks pretty good. The overall particle, a pretty large, I'm liking the overall loop. Now, let's add a bit more particles to this now to address obviously we can reduce the more value, but we are going to be going a little lower in the final catching time. Let me show that there is something called as the particle density. Here you'll notice that the flip has been set to one, which means the overall viewport. Viewport you're going to see limited amount of particle, but in the window view you're going to get more particles. This is just to stabilize what you can see. Keep the balance of the oral simulation. But here you can increase the number to get more particles. So I'm gonna keep it to somewhere about food. Again, you can go higher, but it's obviously going to cost you in your entertained. So keep that in mind very much. I have. So I'm gonna play this back again. Let's see how this is looking. The oral fluid emulsion looks pretty good. So again, you're amateur here, please. A very huge rule into creating the overall how your simulation is going to look like. This looks pretty good. I'm pretty happy with my overall result here. Again, if you want, you can play around with more different pipe. You can go to your amateur and start changing. Right? Now, the main thing is here that we can see our object. If I play this, you'll notice that we can clearly see our primitive and this is not going to be looking nice when we're doing a final renderings. So what we can do is select our amateur. Go to amateur. Here you'll find display. Here. You will find the visibility turned this off so only our fluid will be visible from this point, not a primitive. It will still be active, it will still be processing in the background. We just won't be able to see it, which is exactly what we want. Now. I guess we have already, since we have hit the SKU, notice that we have pretty much keep this elements as well. Now to fix this, all you have to do is select diameter, go diameter ship. And here you will find the object display and you can turn this off. And that will solve the problem. We have nice 2D motion here to play around with. Alright, so I'm pretty much satisfied with the result. I think I'm going to take this a little further now. Let's quickly get into the motion field where we're going to displace our overall volume. 5. Motion Field: Let's quickly get into the motion field. So if you look at our simulation, it looks something like this. Now for the visualization purposes, I'm just going to temporarily, It's reduced the amount of particles we have. So let's reduce the master voxel size so it'll be easier for us to visualize what we're dealing with we're creating. So this is what we have loader want to do is select your arrow container and again go to ethics. We go to Bifrost fluids and motion. Once you click on motion until you get this motion feel in your outline, you'll notice that we get this weird kind of editing. That is because we have direction to unknown. Now in the mission field, what do we want? Not the direction. So let's turn this off. What we want is the turbulence. And turbulence will give that extra fluid kind of feel to your overall simulation. It so now we have the turbulence magnitude. Now this is the world strength of your oral turbulence. So I'm gonna keep it to somebody about three. I think that's a good reasonable number. And then we have the world frequency. Or you can say, in other words, how much is going to affect the oral noise hold strong it will, it's going to be how much it's going to go. You can reduce the value if you want it to be a less aggressive, you can see and then you have the speed. So I'm gonna keep it to one by one. But again, you can reduce this if you want a bit more largest the VW. And again, then you have the skills which we are going to be two default, again, this one more small thing that you can add is the drug not drag is kind of something that pose or you can say slow everything down. So again, having a little bit of drag is a wound how you, it will just give you a fluidic motion like you drop of ink blob inside of liquid container and the fluid emulsion that you get, you will get the same effect with the drag. So you can keep it 0.5. We can keep increasing the number if you want to slow your fluid down. Now if we visualize this, Let's go to our world container. And I'm going to make this point to L. I'm going to just let this play. This is what we get. As you can see, we are getting this fluid motion thing going on. I'm gonna reduce my works, I would say is and we will look at this endpoint. And let's see how this looks. Right? So this is what we're getting. As you can see, very nice 3D motion. So motion field just gives you a little bit of extra to work with a bit more. You can see motion going on since we cannot use the wins. Or you can see gravity. And Newton's, what we get is emotional field, as I said, by first has their own field system. So here you can pretty much, if you want, you can also add some noise that will give you a little bit of extra. What I'll suggest is just playing around with these settings, play around with different parameters. Sometimes I go for a high number like five, sometimes I keep the frequency and speed 2.5.5. But again, this totally depends on you which kind of motion we're looking for. Experiment a bit more with this. Now, with this, now if we take it into the catching process. 6. Caching: For the catching, all you have to do a select your Bifrost container. You go to Bifrost. You will find compute and Qantas. Now, keep in mind, the default location of this is going to be in your documents folder, in your local disk C. But if you wanted to change your overall drive, what you can do is simply click on this check icon. Here, you'll notice that it's going on the default directory, which is in the program files in your documents folder. Now, you can set the name of your catch it if you want. Again, if you want to do a custom, apart from this example, we are using a time slider here, which is this thing here. But if you want, you can also add a manual numbering. If you wanted to add maybe like, Oh, my simulation is 123. I only want to render one to 90 frames. We can do that if you want to add a certain window settings like we have done here, which we are going to be looking in the future, a future chapter. But if you want, you can use that as well where you pretty much change you were all extension here instead of single frame, you can add that number as well. Totally depends on, so we're having to give it that. And again, click on this and you can change your role directly where you want your overall directly to B. And then whatever disc is empty, you can use that and that's it. So I'm going to catch my overall simulation here. But before catching, what I'm gonna do is quickly go to my arrow properties continuing here, and I'm going to reduce this value so I get a better kind of looping smoke. Lucky blend mine. The lower number is the more calculation time you're going to get. But obviously you're going to get a very good quality. So keep that in mind. It's going to take a lot of calculation time. So always try a trial and error. Reduce a value, see how much time it's taking for the calculation almost time it's taking for the catching. Then keep going lower and lower and lower and see how much time each frame is taken for catching process and our species consuming on your desk. Keep this trial and error process and then you'll find a good number to keep the master voxel size two. All right, so I'm going to do for maybe like 0.080. I think that looks like a good number for this type of demonstration. I'm, I just want to keep this quickly catch this whole thing. This looks pretty beautiful for me. I'm going to do is again, go here and click on the Sketch and then I'll see you in the lighting and shading. 7. Shading & Lighting: Alright, so let's quickly get into the lighting and shading. My catch here is done and this is what my simulation looks like. If everything is completely catch and we get a nice and beautiful singling on here. All right, so I'm gonna keep this to some of the boat here. We can we can properly see this really motion. All right. I'm going to quickly set up my camera. I'm gonna go to my camera and your camera, you get this default gambler where you pretty much have the default focal length, which is the standard length side macro lens, or 35 to 54 amen. Now what I'm gonna do is quickly switch to panel and switch to my camera. I'm gonna denote my camera to the main camera. Now let us quickly get into the film gate so we can see that we're visualizing. I'm going to choose a nice image size here. I'm going to go for maybe like one key again, you can go for if you want, you can do for a landscape, maybe 720 infinity. I'm going to move forward one key. With this, I'm going to quickly set my camera angle here. I keep that in mind. This is a standard micro lens. That means we are not going to getting that much interesting looks. I'm going to increase my booklet. You can go to the attribute editor and type in a value of maybe like 120. I'll keep it to somewhere around 82120 to get a very nice good result. I'm going to just bring this back. Let's bring this over around here. I think this is looking quite good. Let's lock our cameras so we can move our camera anyway. That's it. If you wanted to go into the perspective mode to orbit volume have to do is hit space bar, click on Maya and perspective view. You can also access it through panel. There you. Moving on, this is what we have for the lighting. What I'm gonna do is start off by taking a simple Ilia light, not going to keep that in mind. You can also shade or sorry, like this with the normal easier that will work as well. Let's fill this up. And I'm going to hit P on my keyboard for rotation and hit G to snap your rotation on 15 degrees. And I'm going to keep it to minus 90. Now since this is our helium, let's call this feel like it's B. It will be a bit more easier for us to understand. Now, what I'm gonna do is create another LED light that will act as our fill light. So I'm going to hit Control D on my keyboard. I'm going to call this highlights. So we have two in the same place now to change the position, all we have to do is in the Translate X instead of using the negative value, or we have to do is put in the positive value and that's it. Again, it seemed for the rotation. Remove the negative value. There you go. So now we have to know from here you can use a stoplight or a back-light. It's totally up to you. I'm gonna keep it like this for now. And maybe literally we can see how this is looking and then we can start adding lights to the scene. Now I'm going to quickly open up my IPR to see how this is looking. Alright? And we won't see anything because it doesn't have that much experience. If you can relate, go to your attributed to make things a bit more easier, I'm going to dock my overall, the IPR to right about here. Let's bring this it around here. I think this will be a good view. I'm going to increase the exposure of my key light to maybe somewhere around ten. Alright, let's turn this on. I see something, I'm going to make this 12. Now you'll notice that we are on our perspective camera associates this to the main camera and now you can see something like this. Now the reason we are seeing this is because our arrow simulation, or you can see our arrow is set on the smoke, as I've already told you in the earlier, Bifrost, aero basically works in three different areas, or smooth or a surface. And also our point value, that means creating the particle of it. What do you need to do is select the container. And in our airships, we can scroll down and find the window in here. Instead of using the volume we are going to be using the point. Let's turn this on. Now you will see something like this looks pretty interesting. Now it's still not getting, it's still not giving us the oral good looks that we want to show. What we can do is click on it and dinner, or right-click, assign new material shader, and let's add a standard service. We are using Arnold Shader. I'm going to call the shader. My particular student. Listens, good. Let's turn this on. Now we can see something like this. All right, so here the key light is pretty much bonding the whole thing. So I'm going to reduce this to maybe like eat or maybe like ten for the fill light. Let's go for something around it. Now we have something like this. Now still I think the key light is a bit too much. Let's go for a line number. Alright, for the fill light, I'm gonna go a little lower, maybe like six. There we go. Now the oral scene looks pretty dull. We have a simple, You can see particle, simple shading here. A couple of things that you can do for the shading. I'm going to click on the container. Let's grow here and go to a particular sheet again. Now familiar if you want, you can pretty much choose reset that you want. Maybe go for a copper and always like a couple shader here. This type of simulation, you can go for something like this or maybe like a mold or something totally up to you. Or if you want to play around with a randomized particles in what you can do is let's get into the shooting. Open up your Hypershade. If you don't know type of shaders, this is your hyper shade. This is pretty much your material builder. You can see, you can also go to, I believe it's somewhere here in the menu as well. If you can find it, you can, you can choose your Node Editor. Now go to your hyper shade. Here you'll find all the particles or you can see all the shaders that you have been using. I'm going to right-click on our particle and go to the graph nickel. They wrote down, you have this particle here. You'll notice that we are working with overall copper sheet or so. Instead of using this color, what I'm going to do is quickly search for something called as the color. And what the node that we're looking for is the color jitter. All right, so open this up. Now, color data is pretty much you can see, randomizes the color on each object that you have. So here we have multiple particles and multiple particles will be colored in different values. So what I'm gonna do is quickly attach this color data to the base color. And now we have something like this. I'm gonna do is instead of using user that I'm going to go to face. All right, let's give it an input value. So here you have the input value if you want, you can give it a single color. It's totally up to you. Or if you want, you can do is search for ramp. Here you will find an algebra which is a ramp or you can say a gradient node. You can search for a simple color. Any color that you want. Again, attach this to the input. Now if we go here to look at our overall render, you'll notice that we get something like this, which is not exactly what we're looking for. What we can do is go to, I appreciate again, in the color jitter, what we're going to do is simply change this color. You'll start to see this randomized padding. Now I'm gonna reduce a mental illness here and maybe increase a bit more roughness. Minutes, keep it to point to and we will see how undoes. From here you can randomize the overall color however you want. You can pretty much have fun play around with what type you want or you want to go with. I'm liking the world look here, but again, you can keep playing with it until you are satisfied with your old result. Now let's quickly visualize this to see how our particular looking and we have something like this. Now, what I'm gonna do is quickly take a light, which will act as our top light. This edge G on the keyboard. And let's bring this up. All right, I'm gonna call this my top. Like let's make this six. We will it increase this? All right, so there we go. Let me increase a bit more around dementia, around essence of the edges. All right, so this looks quite good for the particle. Again, I'm going to do some changes here. The particle rural. What I'm gonna do is keep sliding these number until I get a good look at the particular I'm looking for. Alright, so this looks quite good for me. This is looking quite nice. I think I'm gonna go with this. Again. You have a lot of light and that means a lot of samples are required for each light. Again, that means it's going to be too much work. So instead of using these light, what you can use as a simple HDRI, I'm going to use a simple easier to quickly speed up the process. I'm gonna put P, attachment theory, or it's easier I'm using from the poly heaven. It's a three area. If you don't have the access code, the HTML, if you don't want to look for it, don't worry, I'll be including it in the project files. It'll be easier for you to download and play around with it. You'll notice that we're getting this inside of our random, which we don't want. So simply turn off your camera sampled. Now you have this slide. Again, if you're not satisfied with the light, you can simply rotate your overall angle of your light and you can find good lighting source for you for your overall simulation. Now from here, again, if you want to have a good amount of samples, you have a master sample here. So keep this to somebody about it. All right? Some at about five to eight will be a good number. One thing that we are working with thiamine is diffuse and specular soup. Keep a good number on them. So I'm going to go for 22 value to get a very nice sample. The exclusions too high on this one. So I'm gonna go for maybe negative 0.5 value. It doesn't overblown my world simulation, right? This looks quite good. This is pretty much it for the overall light here. And I didn't. What you can do is for the shading part, you can play around with how the oral particle system is overall looking. Now it will be a bit hard for you to visualize. This is taking too much consumption, it's a bit slow. So what you can do if you're using a very early version, also the little version of Maya to interviewing to ordering 21. What you can do is simply switch the GPU version. And this will help you visualize everything for us. It will take a little bit time for the calculation, but once it's set up, it's pretty good to go. Once you're done with this again, go back to your shading. Just going to your overall Sheena here and just start playing around with it. What type of simulation or what type of color you're looking for your particle system and until you are pretty satisfied with the overall result. And I'm going to go for maybe something a bit different. This is looking quite good for MIT's. I'm pretty much happy with this. But again, if you want, you can go for a single shaded color as well. That will work. All right, So from here you can switch and see how this is overall looking for the entire simulation. This looks quite good. Once you're set up with everything, the calculator is done, the lighting and shading is done. All you have to do is manager in the settings in here. So let's quickly jump into your inner setting. 8. Rendering: All right, For the window settings, all you do is go to the Render Settings. And since we are going to be creating our sequence with this, the first thing you should do is go to your common and type in your name. I'm gonna type in blue here, since this is kind of looking smooth. The image format that you have set to EXL, which again, it's totally up to you if you want to keep it to XR, usually I keep it to tiff. Or in this kind of small simulation, you can keep it to JPEG. Now the next thing is the frame extension has been set to a single theme which we do not want. So instead of single frame, we're using, going to be using this extension which will allow us to change single frame to a frame, frame range value, which is this right here. Notice if you keep it a significant, it's completely grayed out right? Now from here we're going to define how much range we want. So I'm going to keep it from one to somewhere about 122. Now if we scroll down here, it says renderable camera. Now earlier we have created our own camera for the rendering purpose. So I'm gonna choose that Canva. And then finally the overall image size. What kind of resolution you want for this cycle, your output. So I'm gonna keep it too easily. 1920 by 1080. This is, I think this resolution is quite good, but if you want, you can choose something else as well. It's totally up to you. The next thing is our Indian settings. Now remember I'm using the GPU here. I'm gonna, I'm gonna tell you all the settings that you require for the C2 and the GPU version. So don't worry about it. If you are working with GPU, you get one sampling. That means you get a master sample for everything. Here. I'm going to go for a value of in-between. And I think that'll be enough for this kind of simulation. But if you are working with CPU, what you can do it and go for a value of maybe life, a minimum value. See how much time your system is taking per frame. If it's taken under ten minutes, that means it's completely fine. If it's taken more than one minute or ten minutes, then to not find this type of simulation, at least. I'm gonna go with the sixth camera samples. And for the diffuse and specular, I'm gonna keep it to 3344. I'm going to turn off my transmission. We don't have any glass or transmission transmission material here, you know, subsurface scattering and obviously we don't have any warning. The reader, you'll notice that what we have the GI overall, we have one for the diffuse and one for the specular, and we don't need as much for the transmission. So I'm going to keep the total of three. I think we're good to go for the world. Since I'm going to be doing this with the GPU, I'm going to switch this back to the GPU and I'm going to render it on Atlantic. Now once this is done, the last thing to keep in mind is the mean. All of these samples are the indirect samples. The samples are hidden in your light. So what we have is only one light source and that is our EGI. So here we have a master sample here, which is, I've set it to eat. You can reduce the number if it's taken too long and you can go for five. Again. For the examples I'm going to m2 value on the diffuse and specular. The rest are completely set to default if you want, you can turn this off, it doesn't matter. So again, this is totally up to you. This is more about trial and error to see how much time your system is taken for your rendering. If it's taking too long, keep reducing the number. If it's taken to lessen them, you can maybe crank it up just a little bit. Do that kind of testing. And once you are done with everything, all you have to do is switch this to the rendering. Here you'll find the random. And in the render you will find somebody call it the Render Sequence. Now click on your checker box here, and you can pretty much browse wherever you want to see your overall File. And select the folder and you have to click on Render sequence and that's it. If, for example, if something happens or your system crashes or you get a power cut or power failure or whatever a sense, we are doing our imine sequence rendering. That means if it stops at 54 frame, what you can do is go back to here and here, put the start frame to 55, and then you can resume you're in doing from that point forward. It is pretty flexible. You can keep it overnight render. Or when you're watching movie or something you want a background rendering going on, you can keep it to that. So this is pretty flexible for That's it. And after rendering, I'll see you in the compositing. 9. Post Process: Guys, so we're here in the post-processing. So as you can see, I've already here, I have my image sequence. I'm going to do is drag this and drop it into my composition. And now what we have is something like this. Let me just let this play out. And so as you can see, we have something like this looks pretty beautiful. Now regarding modelling or you can see the post-processing, all we're going to do is a bit of a CC. We're going to do some color correction on this to make it look quite good. Now what you can do is take a new adjustment layer. And if you don't know what it is, one layer, this is basically everything you apply. An adjustment layer, it's going to affect everything that's below. Always go for a non-disruptive workflow. Instead, applying your effects directly onto your layer, tried to take adjustment layer that will help you. You can see manage things a bit more easily and conveniently. Adjustment layer. I'm gonna start off by taking something called the brightness and contrast, or you can simply go to your color correction here. And here you have lots of presets you can see fixed for your color correction. I'm going to drag and drop this onto my adjustment. From here again, we can start off by increasing or decreasing the brightness and the brightness a bit dull, suddenly just increase it. A bit more contrast. And I'm gonna see just by dragging homogeneous affecting the overall areas of my particles. You can turn this on and off to see exactly what you're working with. The next thing you want to do is take a human saturation. And let's say for example, you don't like the colors on your particles and you change your mind. And obviously you cannot render this the whole thing again and again. What you can do is you can simply basically genes overall hue of your particles to see how this exactly looks, right? So what I'm gonna do is just keep reading. If you like this color, you can go with this color. It's totally fine. I'm liking this overall look on this one, maybe. On the other side. I like this. Again, you can add a bit more depth by adding a bit more levels here, levels will make your bright and dark apart even more. I'm going to just increase some depth in here. Tonight work there's this looks quite good. Now if you want, you can turn on and off your additional year to see what you're working on. And if I turn this off, you'll see this is what we had before. And now we have something like this. Alright, so apart from this, if you want more colors in your oral particles or a bit more saturated, you can also take a vibrant and living beings to add more columns in there. Apart from this, if you have something, something like third-party plug-ins like I have in here. Like maybe if you have a giant suit and then you can possibly take something like maybe crap good. And you can take maybe a shine from here in China in like this. And it creates a pretty nice effect. You can do is you can change the length, how long you want this analytic tool. And let's take a frame where we can see our particles. Then again, you can boost the light if you want. As you can see, these are the highlights of your overall renin. I'm not gonna do that, but it's there if you want to use it. The next thing is obviously the color is not matching up particles. So to change that, I'm going to go to the colorized here. And here you'll notice that color is set to three color gradient. I can change this to electric or whatever there a lot of different presets you can choose from. There's some USA and then radioactive paste. I think I'm logging the desert sun. So basically they allow different presets here for you to work. So this is 19. Look, now if you think now this is a bit too harsh or too strong, then you can obviously change your opacity of your shine, right? You can have a minimalistic effect. Let's add a bit of opacity of mu 15 or maybe 25. And now you have a very low amount of shaking going on in your overall particles. As you can see the result pretty hard to see, but it's there. It's something like that or something else. If you want to do a bit more interesting, what you can do, you have a source opacity can reduce this and that will get rid of all particles. And not all. You are left with those. A read up or you can see the shines and you have something like this. Interestingly, you can add a bit of a boost light if you want to get more creative with this, you can use that as well. Apart from this, if you want to use something else, let's say I'm going to dial this down to like 30. If you want to use something else. There's one molar of something called as the star glue. Yeah. This will, you'll find this in your club good suit as well. I'm going to turn off the shine for now. You can see, so basically what star glue does is try to add some shimmering into your overall look. As you can see, you get this Blair Here. And if I increase the length of the street lens, you'll notice those tricky. I'm going to add some boost light in here. You can see a bit more properly. Again, you can go to pre-process. There is a threshold level of how much you wanted, how strong you want it. You can add this. Again, you have the color-coding here, you have the color map. You can change this to different depending upon what exactly that you want. As you can see, we have taken this and then you have the color map D. I'm going to choose the same effect for that. And I'm going to turn on the shine here. And now we have the shine. I think we have done a bit too much with the overall style glow. So let's reduce the Freeland, England to boost light to maybe one. Now let's play this to see how this is where living. This looks quite good. Again, it's not necessary that you use these third-party plugin, but if you have access to them, you can use these plug-ins to create a bit more extra video oral particles here, it's not mandatory to use them, but the United States, if you want to use it. This is that you can use this to pretty much create an interesting look for your overall effect. Again, you can do a lot of post-processing without them. You can play around with this. It's on, if you want to do something a bit more funky when you can go for finding edges and you can invert the result and then you can get something a bit more cartoonish like this. And you can, if the effect is too harsh and you can blend with the original to create a blending point between both of them. So now you're getting the original particle and tune kind of thing going on. So you can use that as well. So again, find your perfect taste according to your style and just play around with it. That's it for the post-processing. 10. Conclusion: Here we are. At the end of this class. We are going to talk about the conclusion, or you can do from here at this point. What we have. You already notice simulation looks like somebody is going to show you quickly what we have obesity created. So this is what we have agreed it throughout origin. And from this point you can take your simulation to the next level. I think creatively what you can do to add a bit more to your simulation. What can be done? I try playing around with the shading and different types of lighting, what you can do. Now, we have created issue that we have created basically a randomized set of particles. I believe this is what you can do is you can play around with different thing. What makes you choose your particular color? If you want to go further randomization, if you don't like the randomization, There's a lot of different things that you can do for your oral cheating. For example, you can also choose the symbol presets from these preset manager. You want to go for something like a copper that will give you a very nice, interesting look I'm gonna do is break the connection of our lamp. And I'm gonna choose the copper again. Now you have something like this. You can go for something like this that will work. Do you can choose a goal that will work as well. You can go for something like maybe a glass, and that will work too. So again, this is totally up to you how you want to take this further, how you want to go with the overlook. What makes you working with mixture particularly good from your side. A lot of different things you can do with your overall simulation. Now one thing to keep in mind, we have only meet this simulation with one, you can see primitive or one geometric. What do you can do is you can have multiple sources in geometry and create those as a collision of your simulation and then maybe try to read something interesting out of it. Maybe change the direction of your particles and maybe change the overall source of your emission. Like we have taken a simple super ellipse, super spherical super harmonics. You can take maybe a tourist, add a bit of a texture deformer, and so on to add a bit of extra in there. This is totally up to the security forces. Again, if you have any problems or trouble regarding this, you can always ask me anything that you want. If you want to contact me further. These are all my links where you can pretty much contact me. There is a Skillshare already tab in the bottom where you can pretty much contact me in the chatbox if you have any question, I'll be happy to answer. But apart from that, if you want to check anything else regarding my work, I will YouTube channel which you can check it out if you want to find everything in one place. This is my website where you can pretty much contact me and ask me anything that you want if you have any problem regarding the simulation and so on. Create something out of it. If you do create something out over, share with me, tag me, whatever it is, I would love to see what you come up with. That's it. Thank you for bringing up this class and I'll see you in the next class.