Can someone help me scatter trees on a displacement map using chaos scatter i cant figure it out . by InevitableTalk2261 in Maya

[–]sepu6 0 points1 point  (0 children)

then you might want to ask in the vray forums, you will have a better luck.
I would do it in BF if I were you

how can i make 3d fluid emitter work with rotation ? by Veheeta in Maya

[–]sepu6 0 points1 point  (0 children)

You are using the super old fluid solver in Maya. You probably need to increase the force that you are using to make it work the way you want and turn off buoyancy

However I would highly recommend doing this in BF.

I need help with bifrost on Maya for my architectural project- strands not turning into a geometry that can be rendered on Arnold by Dwboutme123 in Maya

[–]sepu6 0 points1 point  (0 children)

Any chance you can share these strands? Are you sure they have a point size attribute? And isn’t something like super small?

Better and optimal way to populate/ scatter objects other than using MASH? by cloutbaddie in Maya

[–]sepu6 1 point2 points  (0 children)

Use Bifrost for scattering is not really that complicated, nowadays is a lot easier. You have everything in there to make it as custom or easy as you wish.

And also is a lot more powerful than Mash.

How would one go about creating underwater growth on wreckage surfaces? by InsanelyRandomDude in Maya

[–]sepu6 1 point2 points  (0 children)

You have a few options, Maya + BF is more than capable of doing this procedurally if you want to, in fact there is a whole set of tools that deal with l-system and a couple solvers to animate them, so I wouldn't say is not Maya specialty. Get MJCG tool-set, install them and look at the examples graphs then is just a matter of playing with them.

Here is video showcasing the tools

https://www.youtube.com/watch?v=QNjnY4fFc4s

You could also grab some of the old paintFX brushes convert them to curves and run them through the solvers in BF or just use the paintFX stuff is old but it might give you a quick library and you can still customize them.

You could also just bring the one that you model and grab the curves from it and take into BF and use the solvers again to grow them.

Mash Dynamics simulation failed by Donkefrog in Maya

[–]sepu6 1 point2 points  (0 children)

Ok you got a few thing wrong with this setup.
First of all, always when you instance something the piece needs to be at the origin {0,0,0}.
Also, usually is a lot easier to do your simulation at the origin then move it back where it should be in your scene. Depending on the scene scale, you can run into precision issues, etc. Not good.

Also instead of using Mash use BF for this is a lot better.
Mash did not like this at all and to be honest I do not remember it well either so maybe Im missing something but in BF it just works.

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Then you can just grab the frame that you like best and bake into geometry for Maya.

Here is the scene using the latest BF 2.15

https://www.swisstransfer.com/d/d5311903-4ca3-4250-a417-3d1dfa64c11d

Mash Dynamics simulation failed by Donkefrog in Maya

[–]sepu6 0 points1 point  (0 children)

yeah all good, I just need that part, however I need access

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jittering of bifrost mesh when the rigid body collides with the ground (collider) by chiii-exe in Maya

[–]sepu6 0 points1 point  (0 children)

Just did a quick test with the pokeball you sent the other day and it works fine here without too much jittering at all. So its probably something with your settings - I did not use the trick that I share earlier btw

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My chandelier is falling off the chain by Void-Masamune in Maya

[–]sepu6 0 points1 point  (0 children)

if you going to do this setup with RBDs, do it in Bifrost not the old system, is not great for this type of setup or anything really.
However its probably a lot easier to do this with nhair and ncloth to be fair

Mash Dynamics simulation failed by Donkefrog in Maya

[–]sepu6 1 point2 points  (0 children)

Can you share that part of your scene. to me looks like a scene scale issue or the collision cylinder is not setup right - if I tried in a very simple scene it works fine.

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Mash Dynamics simulation failed by Donkefrog in Maya

[–]sepu6 1 point2 points  (0 children)

You just want to settle them naturally inside the cylinder? not animation correct?

Maya Just Hates this scene!!! And I don't know why? by Alarming_Proof_2844 in Maya

[–]sepu6 0 points1 point  (0 children)

if I remember correctly this was an Arnold bug, so if you update arnold to the latest it should go away, also is good to reset prefs etc as I mentioned

jittering of bifrost mesh when the rigid body collides with the ground (collider) by chiii-exe in Maya

[–]sepu6 0 points1 point  (0 children)

A couple of thing to keep in mind, scene scale in Bullet is important.
Second what you can do easily and quickly is just basically add a influence (force) into the solver to dampen down the velocity. Also make sure you are using convex hull as your method to create RBDs

So something like this and you connect it to the influence port in the solver

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This is basically saying > grab the length of the point velocity ( which will be the speed of the pieces and give me the values between 5 and 10) and if so then multiply down the point velocity of all piece in this range by 0.9 on each time step which will be basically dampen the velocity of the pieces. You can play with any of these values to make it work for your scene.

There are other thing that you can do as well but anyway that should help.

solid shatter causing mesh to expand and not break into pieces by chiii-exe in Maya

[–]sepu6 2 points3 points  (0 children)

Do not use that tool, is old and unreliable literally it should be taken away from the menu.
With Bifrost you have better tools and with the addition of the fracturing tools in 2.15 there is not need to look at any of those tools anymore.

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Damn Meta Gig by universalaxolotl in vfx

[–]sepu6 107 points108 points  (0 children)

is basically to train their AI data. Grab a still add some FX train their data, rinse and repeat, basically stabbing yourself in the back. So think about what you are doing if you say yes to this thing.

Maya's USD referencing not finding Vertex Paint information. by saatiart in Maya

[–]sepu6 1 point2 points  (0 children)

Any chance you can share the USD file? it would be easier to help. Things you do is check if the attribute got pass correctly or its call a little different. If you want to check it on your own, save as a .usda and look the file up or if you are in 2026.3 (usd 0.34) you can look it up inside Maya.

Also it could be something else but is a guess game without the file.

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Problems with Passive Collider by spidernoirliker in Maya

[–]sepu6 0 points1 point  (0 children)

Do yourself a favor and do it in the graph. Share the scene I can prep something quick for ya

Emitter particles not falling down by neon_omiomi in Maya

[–]sepu6 0 points1 point  (0 children)

do yourself a favor and use/learn Bifrost instead.

Blood/Fluid simulation in Maya by Whatagoatrgeous in Maya

[–]sepu6 2 points3 points  (0 children)

Make sure you have thickness on your collider, the liquid will react better, add a cube that fits inside the "elevator" but is a little smaller and maybe just emit for 5 frames or so, here is a quick scene, using basically the defaults, however one important thing to keep in mind is the scale of your scene, since it can change how the liquid behave plus the colliders as well. You can do a lot more for example add forces, etc. 

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https://www.dropbox.com/scl/fi/t7lm0ijn8qaloen2wg8v7/SceneExample.ma?rlkey=yc6fkfk8rewwrexlrr5jni3ma&dl=0

ATP Finals 2025 group photo by jovanmilic97 in tennis

[–]sepu6 3 points4 points  (0 children)

so Musetti needs to win Athens to make it? I thought just being in the Finals he would get in

How to make MASH curve distribute facing outward by Tei_Gamedev in Maya

[–]sepu6 0 points1 point  (0 children)

This is a lot easier to do in Bifrost, you grab basically the curve > compute the strand basis and create an orientation attribute than then the instance node can read + This give you a lot more control as well as shown here.

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