NAIAD BASICS: Fill a container

1) Naiad interface.

starter_viewsNaiad Interface

 

2) Create a project folder for the simulate fluid tutorial.

starter_folderProyect folder

3) Configuring the Global node:
-Master Voxel Size
is for the increase or decrease of  the overall resolution of the fluids, for more resolution decrease the  numer, default is 0.1.
-Thread Countput in the number of CPU´s cores/threads you have.
-Proyect Path
put the path into the project folder created.

starter_globalGlobal Node

4) Save the file as starter.ni or choose a name you want.

5) Create a sphere for emit starting with holding down the TAB key (node menu)  then select the node Sphere-Volume from the volume section, this creates the sphere node.

starter_sphere_volumeCreating Sphere-Volume node

6)  Add the node Particle-Liquid to define the fluid with the TAB key type Particle-Liquid and create the node.

starter_particle_liquidParticle-Liquid

7) Now we create the emitter, add the node Liquid-Emit-Distance and connect it with the Particle-Liquid. The default enabled 1, means that emit in the entire animation, 0 is disabbled, for emit only 40 frames is frame<40, emit only 1 frame is frame==numer of frame, example: frame==1, also can emit 2 times in diferent frames:  frame==1||frame==15.

starter_emiterLiquid-Emit-Distance and connecting

8) Add the node Field-Export for the Sphere can emit, then type distance in field channel. Connect both Sphere-Volume and Liquid-Emit-Distance as a distance (d) icon.

starter_distanceField-Export

9) Then you  create the container for filling the water by collide. Add the node Box-Mesh and scale as 5.5.5 or a size of your choosing.

starter_containerCreating the container box-mesh

10) Next, add the node Mesh-Volume for the Box-Mesh. Because this is a mesh model, connect it the Value Editor of Mesh-Volume  enter it in as invert in Boolean Operation section, this makes it collide inside.

starter_meshvolume1Mesh-Volume

11) Add the Node Join and connect both Liquid-Emit-Distance and Mesh-Volume to Join for the collision.

starter_joinJoin node

12) Add Gravity with the node Acceleration and connect.

starter_gravityGravity

13) Add the dynamic node for solve forces, collisions and more.

starter_dynamicsDynamics node

14) Add a node Filter to save only for the Particle-Liquid instead of all, leave the name as Particle-Liquid in bodies.

starter_filterFilter node

15) Add the Emp-Terminal node to save the fluid, the default is Unnamed.#.emp, you can rename it, remember check the green icon for activate.

starter_terminalEmp-Terminal node

16) Move up the Sphere-Volume a bit with translate manipulation W key or by typing in position attribute.

starter_sphereupMoving up the Sphere-Volume

17) Finally add the Particle-Scope node , activate the green icon to view the particles in scope view/3D and play the simulation.

starter_simfinalParticle-Scope and simulating

PLAYBAST

NAIAD File: DOWNLOAD

Hope you enoyed it!

7 Comments

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7 Comments so far

by Alexis

On April 3, 2013 at 7:50 pm

Great tutorial, thanks!

by Mark

On May 23, 2013 at 4:53 am

Gracias Carlos, excelentes tutoriales, ojala sigas subiendo mas, me a encantado aprender Naiad en tu sitio, espero puedas enseñar a usar el ocean y la simulacion del tiburon saltando del agua.
Saludos!

by Kevin

On July 17, 2013 at 11:12 am

Hi Carlos, great tutorial! Just one question … from this point onwards, is the simulation ‘ready to go’ to be imported (as .PRT) in Maya (using Krakatoa plugin) to get the final rendered Realistic Production simulation OR does it need more work to be done in Naiad before it is imported in Krakatoa for rendering? Thanks!

by carlos

On July 17, 2013 at 1:41 pm

Hello,

Yes, after mainfluid sim you can export to prt yeah, with emp-read (read the mainfluid) to body_write as prt (select as particles) or you can mesh before in naiad with particle-mesh4 and then export as vrmesh with body-write for render with vray.

hope helps and thanks for write!
greetings
carlos

by Kevin

On July 18, 2013 at 9:01 pm

Hi again Carlos. I used Krakatoa PRT loader in Maya and rendered the image using a point light in Maya. However although using an RGB render I am not getting the realistic water colour. I am only getting a grey image (check link in “website”) How do I get the realistic water colouration using Krakatoa? Thanks!

by carlos

On July 18, 2013 at 10:35 pm

you want render as point looking as water? that you need export velocity and is not easy with naiad for krakatoa read it, anyway there is tutorial but its realflow/krakatoa 3dsmax

www. thinkboxsoftware.com/krakatoa-realflow-and-frost/

hope helps

by Kevin

On July 21, 2013 at 10:55 am

Thanks Carlos. That helped! (1) In the above tutorial, if I do not want the water to fall down but remain floating in the sphere, what settings should I perform? I removed ‘acceleration’ but the water still fell down.

(2) I can zoom (alt+right mouse button) and rotate (alt+left mouse button) the 3D View window but how do I move the 3D view UP and DOWN ??!

Thanks!!

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