Learn about stacking shaders in layers.
- [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 its attributes…and we want the compositing flag to be set to Layer Texture.…
Author
Released
11/8/2017- Bifröst basics
- Analyzing the node structure
- Emitting from a polygon mesh
- Colliding with a polygon mesh
- Adding velocity, friction, and drag with motion fields
- Optimizing space and time accuracy
- Caching simulations
- Meshing and exporting liquids
- Render-time meshing in Arnold
- Applying channel data to Arnold shaders
- Generating foam from a liquid
- Rendering and shading foam in Arnold
Skill Level Advanced
Duration
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Introduction
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Welcome51s
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Using the exercise files3m 3s
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1. Simulating a Liquid
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Meeting prerequisites2m 57s
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Understanding Bifrost3m 46s
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Choosing Bifrost options7m 20s
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Setting scene preferences3m 34s
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Laying out the scene3m 34s
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Emitting liquid from a mesh7m 39s
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Colliding with objects9m 25s
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2. Fine-Tuning a Liquid Simulation
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Tuning time steps6m 8s
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Tuning transport steps3m 39s
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3. Caching and Meshing
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Writing a user cache7m 38s
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Meshing the particles10m 28s
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Caching a mesh to BIF files5m 43s
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Exporting to Alembic5m 36s
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Setting an initial state3m 58s
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4. Shading a Liquid
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Rendering meshed voxels4m 52s
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Building a layered shader6m 44s
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Mapping specular roughness7m 59s
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5. Simulating Foam
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Adjusting foam attributes5m 12s
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Caching foam4m 4s
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Rendering foam in Arnold4m 7s
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Conclusion
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Next steps1m
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Video: Building a layered shader