From the course: Maya 2018: Bifröst Fluids
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Accessing available Bifrost channels - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Accessing available Bifrost channels
- [Instructor] The Bifrost channel data, such as Velocity, and Churn, are very useful in a shading network. We'll use them in this example to add a white water effect to this river rapids shot. Depending upon the type of object you're rendering, you'll have different options for the Bifrost channels. If it's a Mesh, or Mesh Cache, you'll need to go into the Arnold section of that object's mesh shape node, and scroll down a little bit to enable Export Vertex Colors. Once that switch is on, the the Bifrost channel data will be available to shading networks. For a mesh object, the only channels that are stored are Velocity, Vorticity, and optionally, Curvature and Churn. But if you're rendering the Bifrost liquid shape node directly, then you have more options for channel data to access. As we saw in a previous movie, we can select the liquid shape node, and in the particle display section, choose a different color channel, such as Churn or Curvature, and use the use the Color Channel…
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Contents
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Displaying channel data as particle color6m 28s
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Displaying channel data as mesh vertex color3m 16s
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Rendering a liquid polygon mesh in Arnold4m 52s
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Rendering the shape node in Arnold7m 12s
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Rendering meshed voxels4m 52s
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Accessing available Bifrost channels2m 40s
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Shading with Bifrost channels using aiUserData3m 56s
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Remapping Bifrost channel data3m 33s
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Converting velocity to a grayscale float5m 12s
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Combining Bifrost channel data7m 35s
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Building a layered shader6m 44s
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Mapping specular roughness7m 59s
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