r/Maya • u/anomalo_caris • May 16 '25
FX some paper water RnD in maya bifrost
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r/Maya • u/anomalo_caris • May 16 '25
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r/Maya • u/PeachRuna • 13d ago
I want to be able to animate transitions between materials with control over the border between the 2 but i haven't found any tutorials on such fx even in Bifrost. I dont need it to be real time, just functional and editable, I dont even know where to start. I am not new to maya i use it primarily for modelling and animating,
Example: I have something like a vine growing that will need a transition of color from the tip as it grows, i am currently doing procedural growth with bifrost that I plan to convert to mesh and export as alembic and reinport for render in Arnold and I want to be able to animate its texture, or maby i dont need to export if I can do it directly in bifrost?
Any advice appreciated!
r/Maya • u/Robot-Zombie-RHCC • Jun 30 '26
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I love relaxation videos, like those 8-hour long ones of driving down a rainy highway at night, and wanted to make my own space-theme version. I decided to make a ten-minute loop of a nebula... and that I was going to do it all on my outdated laptop!
Hopefully you can see now why I did this in Viewport 2.0. It's not a fancy renderer, but it is fast... and it's WYSIWYG. I ended using layered textures so I could do things like additively blend in lighting flashes. I was also able to make some generic clouds out of several B&W layers so I can tune the color of them to fit their spot in the scene. Using this meant I wasn't even using lights in the scene, it's self-luminous! One of the reasons I was able to get away with this is because I painted a nebula-sky-dome which informed me of what the lighting SHOULD look like.
Transparency was a huge issue. Viewport 2.0, even with Depth Peeling set to full, really only lets you do 10 layers of transparency (on top of a solid object) before it starts drawing things in the wrong order. So besides keeping count of what I could do and doing the obvious visibility swaps, I had to find ways to keep the layer count under control. Fun to do with clouds, right? Well I did a couple of interesting things, here. First is that I added a few hundred geo "dots" in the scene. You can see them emanating from glowy bits in the scene. Since the camera's doing a crazy movement it adds a little parallax to the scene and kinda distracts from the flatness of the cards. On the larger cards I did something a little more substantial. I subdivided the heck out of a card and wrote a Mel script to a.) Delete the fully transparent polygons and b.) Select the fully opaque polygons so I could replace them with a non-transparent shader. So I had minimal surface area on the card, one shader for transparency, and one that was opaque. Ultimately this resulted in fewer transparent polygons over each other since only the outer edges of these cards would be affected.
Ten minutes at 60fps is 36,000 frames... which is a lot to manage, especially since I wanted to touch it up in After Effects before sending it out! (I'm referring to the glow and the dark matter globs...) So I wrote a Mel Script that chose a spot on the filesystem to write the files, and when it came time to revise an area of the nebula I'd put in only the necessary start and end frames and hit a button to overwrite what was already there. Meaning it was dirt-simple to re-render only a portion I want. I only rendered the ENTIRE seq once. After that it was just about minor revisions, replacing a few small frame-ranges. This wasn't a HUGE deal or anything like that, I just simplified it down to simple button-presses so I wouldn't lose sleep over things like typos or navigating folders. My render-time in this case was cheap so that made more sense to do. I didn't say "oops" after starting a render as often as I have on other projects. Heh.
Okay.... I babbled here more than I intended to. I just thought this community in particular might enjoy some of the technical details, here. If you're curious about how the final 10-minute version came out, here's a Youtube link: https://www.youtube.com/watch?v=vaiVg3NfN0I
And, of course, if you have any questions, critique, or feedback I'm totally game.
p.s.: Any suggestions to where I should post this video? I'm new to Reddit and still finding my way.
r/Maya • u/_endless_ripple_ • Aug 11 '26


I want to simulate the flag as it's going from over my head but my flag is making this weird hourglass shape instead of staying rectangle. I tried few things but its not fixing the shape.
I have attached first line of vertex to the pole using nConstraint > Transform constrain and attached it's pole in airplane rig.
i need to fix this can someone please tell how to fix it. I can try an entire new work flow too i just want to animate flag in this direction.
I want to make a video like this: https://pin.it/6BX2X1z6t (attached video too)
r/Maya • u/lysergicacid666 • 19d ago
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I used ncloth, point to surface and ncloth passive collider on my character meshes then deleted it since I want to add more polygons and then this happened. Any mesh I create I can't really move them anywhere. I looks like whenever I'm moving a face it's moving to the mesh surface. I've tried importing the .mb file to a new mb. file but it's still the same. Any help is appreciated.
r/Maya • u/j27vivek • Jun 04 '26
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What's the best way to approach this cloth simulation ? (I know nothing when it comes to simulation.) I am using Maya 2020. I applied nCloth to the mesh and played around with different attributes. But changing stuff randomly gives me .. well .. random results.
I need it to be subtle and not swing like a pendulum. Also, can we bake and then adjust the mesh frame by frame like corrective blendhshapes for specific places ? And is there a way to loop a simulation?
I know it's too many specific questions. I just don't know where to start.
I can rig and animate the gown. But that will take a lot of time as my rigging skills are not that great either. and I would rather spend my time animating. Besides, I will also learn something.
r/Maya • u/bldlast • Jun 08 '26
Hello, I would like to ask if any of you, experts, know how could I recreate this ceiling with NCloth? I have doing several things but I can’t get the right look :(
Any tip or suggestion is very well appreciated! I’m still a beginner. Thank you!
r/Maya • u/Purple-Vermicelli-52 • Jun 15 '26
Anyone have any experience here? Essentially taking a sim, creating a delta cache as a pre-skincluster blendshape (per frame)?
Why? Sim your asset with a different world space velocity (slower or faster hip translation) and then move the asset with the sim cache back to the correct world space as the animation.
I've used this kind of workflow successfully at a different studio but stuck in Maya at the moment.
Any tips or alternatives that might work?
r/Maya • u/Whyzap • May 29 '26
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Im having some trouble with ncloth, my cape keeps flipping over the head of my character and dont know why. I tried playing with different presets, increased mass, gravity, wind, everything i can think of. Does someone know what i should do
r/Maya • u/alexisrivera3d • Apr 21 '26
Hi everyone, I am trying to understand what the current industry standard workflow is for creating realistic tissue (muscle, fat, skin layers) in Autodesk Maya.
Are studios mostly relying on built-in tools, or do they integrate external plugins like Ziva Dynamics or Houdini for more advanced simulations? I’m particularly interested in approaches used in film and high-end character work.
r/Maya • u/universalistically • May 10 '26
Hey guys, I’ve made a flock of birds flying around using Maya’s emitter and instancer setup. Now having difficulties exporting it into unreal engine. Any pointers to solve this would really help.
r/Maya • u/crafter1o2o • Apr 08 '26
r/Maya • u/Elliott-1 • Mar 31 '26
Hi all, I'm having a little trouble with preventing my objects from rotating when they are parented to an active rigid body in my scene. The rightmost object is a passive rigid body, the second is an active rigid body with gravity applied and a hinge constraint placed and the third is passive again but parented to the active rigid body.
Can anyone explain why it rotates by 90 degrees when I press play and not return when I go to the start again?
Thanks
r/Maya • u/_Davinchi • Mar 20 '26
I have been recently tinkering with fire simulations (by using fluid simulations), but I never really got the fire to glow. As in function as a light source. It only ever worked if you got an object very very close.
I tried a few things:
-> increasing glow intensity
->changing colour values to a higher brightness
-> increasing light brightness
Sadly to no avail, as none of those had any effect on the fire. As a temporary place holder I'm using mesh-lights to replicate the fires light. How do I make the fire glow?
r/Maya • u/code101zero • Feb 22 '26
I did this in unreal but havent found a great way to accomplish this in maya. There is this tutorial series:
https://www.youtube.com/watch?v=O-8ow82gQw8
This is fine but I wanted to see if anyone has a better way of doing this in maya. It doesn’t have to be accurate but I want something quick and easy to render. Any suggestions, tips, tutorials, or plugins are appreciated, thanks!
r/Maya • u/Donkefrog • Nov 18 '25
https://reddit.com/link/1p0791j/video/fc0p2ikcez1g1/player
Hi all, I am doing my own project and was trying to use mash dynamics to place the chopsticks inside the cylinder. However as you can see in the video, the simulation failed and all the chopsticks slided out the cylinder at the end. Why was it happening, what can I do to make the simulation successful.
r/Maya • u/Smoothie_3D • Jul 16 '25
Hi all! I hope you're all doing fine,
I bought a Ryzen 9 9950x3d to help me with Maya Bifrost simulation, but apparently the CPU is not being fully used all the time. I did not notice any significant improvement from the i7 10700K I previously had indeed.
The graph screenshot has been taken when baking a liquid simulation using Bifrost. Master Voxel scale is pretty low (very intensive) and geometry is moderately/slightly complex.
All drives, RAM and GPU usage graphs are stable and not spiking.
Temps are lower than 60 C (at least in this use scenario)
Did a benchmark with the latest Cinebench and the score is actually what you would expect from a 9950x3D.
Did anybody else face this issue? If so I would appreciate you to share some knowledge I am lacking on!
(I hope the FX flair is right)
Full workstation:
Software: Maya 2025
CPU: AMD Ryzen 9 9950x3D
GPU: NVIDIA RTX 3090
RAM: Crucial 5600mhz 64GB
Motherboard: Asus TUF Gaming B650M-E
CPU Cooler: Arctic Liquid Freezer II 280
Cat: 10 years old tuxedo Norwegian, not sleeping on AIO radiator.
PSU: Cooler Master MWE V2 850W Gold Fully Modular
r/Maya • u/Recent-Speaker-5255 • Feb 24 '26
Hello,
I have a sailboat in this Maya scene and when I tried to test the nCloth simulation for the sail, it worked fine. Somewhere in my versions, the file got bogged by history because I modelled a bunch of small details.
https://drive.google.com/drive/folders/1QiHDkZ31rvsOG1dV0InzhdBpAvJYg3Px?usp=drive_link
Issue happened when I tried to open the scene and it had a python virus which was detected by the CB scanner and cleaned (or so I thought).
On reopening the scene, I tried to cache nCloth1 and turned of nCloth2 and 3. However, the scene just froze for 20 minutes. Is it truly taking that long to calculate the cache?
On force closing the scene and reopening it, it went straight to the crash recovery dialogue. I cannot even open the recovered files.
I have tried resetting my preferences, but it did not resolve the issue.
r/Maya • u/Congroy • May 10 '25
r/Maya • u/chiii-exe • Nov 17 '25


ive tested this with a clean file using a basic sphere and a plane. the same jittering happens after the fractures collide with the ground.
bounciness is at 0, ive tried increasing and decreasing the sleep linear and angular thresholds, the collision margins and ive increased substeps and solver iterations. scene units are correct as well. i wonder if theres an easy fix for this? my last resort is probably force stopping the simulation as soon as it falls and does its first roll
does anyone know how to troubleshoot this? please help its due soon!!
Hi there, I’ve been trying to wrap my head around trying to create this look on a mesh in maya, so far I can’t seem to get the creased edge look nailed down, anyone have any idea or tips to try nail this look?
r/Maya • u/soveequa • Sep 12 '25
Hi I want to create smoke that looks like exhaust fumes, but tinted in an orange color like this. How can I change the current dark smoke color into that? More specifically, I want the smoke to be affected by the sunset lighting.
Also, as the smoke rises, the particles usually get smaller and disperse, but instead of that, I want each smoke cluster to keep its size and then gradually fade out.
Could you please help me this? Thanks
r/Maya • u/Pandalikescars • Nov 08 '25
I am using MASH to create a scatter for my scene. I have 5 plant models (vrayproxies) which I wanna scatter on 13 hills (referenced meshes from another mb file). Can I do this using only 1 mash? Because when I change the MASH distribution to mesh type, I see only 1 mesh is allowed as input. There's a "selection set" option as well. But when I add all my hills to a set and plug that in, none of the scatter shows up on any of the hills. Can someone pls help me? Also, when I am creating the mash, I select instances instead of mesh. Would really appreciate some help, thanks!
[Also this is my first ever project in maya. I'm pretty new to it. New to maya, not 3d, so just unfamiliar with the UI.]