<transcript><audio_20> poser donc une surface un shader de surface de type glace donc un shader de verré et obtenir</transcript><transcript><audio_21> présentation et cet élément là qui va être un mesh va être appelé dans Maya au fur et à mesure frame après frame. Ok, donc regardons maintenant ce que</transcript><caption><image_22>The image is a screenshot of a computer screen with a 3D modeling software open. The software appears to be a software that allows users to create and edit 3D models. The image is in the center of the screen, with a black background and a green line drawing in the foreground. The line drawing is made up of various shapes and lines, creating a complex and intricate design. On the right side of the image, there is a menu bar with various tools and options for editing the 3D model.</caption><transcript><audio_23> en termes de simulation pour obtenir un tel déploiement de tentacules ici au centre de cet espace. Dans RealFlow on va venir</transcript><transcript><audio_24> certains types de simulation alors ici on voit donc la simulation à la frame 184 un peu donc au centre au milieu de notre simulation 240 voilà le résultat ici que l'on</transcript><caption><image_25>The image is a screenshot of a computer screen with a 3D model of a blue and white abstract design on it. The design appears to be made up of lines and dots, creating a network-like pattern. The background of the image is black, and the design is in the center of the screen. On the left side of the screenshot, there are various tools and options for creating and editing the design. The tools are arranged in a grid-like manner, with some overlapping and some standing out. The image is likely from a software interface, such as Adobe After Effects, which is used to create and edit 3D models.</caption> transform into a wick in such a way as to be able to pose a surface a surface heatr  of type Ice so a warmer of veré and obtain the result that we saw therefore in the presentation and this element therefore which will be a wick will be called therefore uh in Maya gradually frame after frame ok  so let's now look at what this gives in real flow in terms of simulation to obtain such a deployment so of space so in R flow we are going to set up a certain type of simulation so here we see  so the simulation at frame 184 a little so in the center in the middle of our simulation 240 here is uh the result here that
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