Hello, my name is Steven Steinbach. And in these lessons, we're gonna explore Maya's Bifröst Fluid Systems and that includes Bifröst Ocean Simulation Systems, aero and fluid effect. So here's an example of an aero or smoke effect. And you can see here, by default, this looks fairly realistic. And you can see this, if you don't see the plugin for Bifröst, you need to go to Windows settings preferences, plugin manager. And if you start to type in Bifröst, you'll see these here. By default, they're auto-loaded and you'll see them up here. Okay. So the traditional way of doing Bifröst is to actually create a liquid or an aero. And then from that you can create a emitter and a collider, for example. But there is a new system that makes this a little bit more organized, and that is here under the Bifröst graph. So here's the smoke simulation. And you can see here that on this graph it's fairly extensive as far as the nodes and connections. So basically, what this does is it's a note editor and it works from left to right. So you start here and you work your way to the end here. Now this is very complex. So you can see here that each one of these, if you select, for instance, this source, you have all the properties for that. So for instance here, these simulation speed, the voxel kill, the fog density, for instance, the initial speed in which direction. So if you want the one to go in a different direction, you can do that here. So you can change a lot of these properties just by clicking on these. And a lot of these, you can actually change these settings. So let's do a new scene here and gonna go a new scene. Don't save. We're gonna create a simple smoke effect here. So the first thing I wanna do is go to Create Bifröst Graph. Okay, so we now have a new graph, we have an input and an output, okay? We don't need the input. And what we wanna do is create an emitter for our particle. And to do that, we'll just create a sphere. To bring the sphere into the graph editor, I'm just going to middle mouse button and drag it over into here. Now I can make a direct connection, so I can just left click and drag and I'd get this little connector and I can connect it to the out. Okay, not much is gonna happen with that. And if I wanna delete that, I can just take the connector and un-connect it and let it go. Okay, so how this works is a series of nodes. So to get a node, you're gonna hit the tab key and you're gonna get a search. And we'll need a couple of these nodes here. We need a source node. So source, and there's a source air, okay? And that's going to generate the, that's going to generate the particles or voxels. Then we are going to click another one and we're going to go to simulate and simulate aero. So this is going to create this system. Okay. So we can do the connections here, we'll just go to mesh to geometry and then we do the air source to source. And then we want the air volume to go to the mesh output. Okay, let's start at frame one and let's press play. And now you can start to see that we're getting some particles. So here I'm gonna hit tab and I'm gonna look for aero's solver settings. And I'll connect the solver settings into the settings. And now if I click on here, I have a lot more options here into the simulate aero. In the next lesson, we're going to look at the connection pipeline for a aero simulation. Thanks for watching.