I am passionate about 3D Models that are visually stunning and intuitive. I always strive to use modeling software such as Maya to design and build 3D environments, landscapes, and architectural structures.
My background includes compassionate direct patient care, with skills in direct patient support, companionship, emotional assistance, and strong teamwork. I bring attention to detail and the ability to observe, document, and communicate needs clearly with healthcare professionals, and I am eager to apply these collaborative, problem-solving strengths to creative 3D projects.
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Bifrost Ocean / Water Simulation
Bifrost Liquid:
Bifrost > Bifrost Liquid > Liquid
Container
Used a collider for the ocean floor or environment.
Used Bifrost Liquid Container for the simulation bounds.
Resolution & Quality:
low for test cache (Grid Spacing ~0.1–0.3)
Increase for final render (Grid Spacing ~0.05–0.1)
Emitter:
Add emitter objects for boat/wake or splash sources.
Shape: Curve or polygon mesh matching the boat hull.
3. Boat Wake Simulation
boat hull collider:
Modify > Make Collidable .
Bifrost Wake:
Add wake emitter behind boat using a polygon strip or curve.
Adjust emission rate and speed to match boat motion.
Add splashes:
Use Secondary Emitters for spray particles.
Adjust lifetime, size, and velocity for realism.
Water Splashes
Emit Particles:
From collisions or boat wake.
Bifrost Spray Particles.
Adjust Attributes:
Density / Size: smaller for fine mist, larger for droplets.
Gravity / Drag: realistic falling behavior.
5. Simulation Caching
Cache to Disk:
Bifrost > Cache > Create Cache (Alembic / Bifrost format).
Always test low-res first to check motion.
Subdivision / Smooth:
Use Bifrost Mesher to generate surface from particles.
rnold Rendering Setup
Assign Shader:
aiStandardSurface for water.
Transmission: 1, Specular: 1, Roughness: 0–0.1.
Enable Thin Walled if needed.
Lighting:
Use HDRI environment light for reflections.
Add key light and fill light for cinematic look.
Render Settings:
Increase Ray Depth / Transmission for clean water.
Enable Motion Blur for fast splashes and wakes.
Use Subdivision / Mesh Smoothing for high-res meshing.
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