From the course: Maya 2018: Bifröst Fluids
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Building a layered shader - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Building a layered shader
- [Instructor] Now that the Bifrost channel data has been combined, we're ready to use it as a mask between two Arnold materials. I'll open up the Hypershade, and I'm looking at the graph for the mask. I want to load in a couple of materials that I've prepared, and those are in the browser window. I've got that hidden temporarily, so bring that back. And let's middle-mouse click and drag the water_clear over into the graph. And also middle-mouse click and drag water_white over into the the graph. I don't need the browser anymore, so I can close that. And now I need a layered shader to combine these two materials. Click in the graph to get a focus, and then press the Tab key and type in L-A-Y and choose layeredShader. I'll select it and its shading group and just get this staged up a bit. Select the layeredShader node and let's rename it water_layeredShader. We should also rename the shading group over here, again call it water_layeredShader SG. With the layered shader selected, go to…
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Contents
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(Locked)
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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