Learn about using a layered texture to add channel data together.
- [Instructor] We've extracted and preprocessed…the Bifrost channel data for three different channels.…I've got them rendered in the Arnold RenderView snapshots.…Here's churn, vorticity, and velocity.…Now, we will combine all of these with…a layered texture to form a mask.…I'll go into the Hypershade,…and so I'll have even more room for the graph.…I'm actually going to close the browser window as well.…And here's what we have so far.…We have velocity, vorticity, and churn.…
Let's create a layered texture.…Press the Tab key and type in L-A-Y…and choose layeredTexture.…Rename it, call it water_mask_layered_texture.…With that node selected in its Attributes,…set the Color to a pure white.…Now, we'll take that churn data and use it as a mask.…Open up the input to the water_mask_layered_texture…and in input zero, you'll see the Alpha channel input.…
Connect the churn_aiUserDataFloat out value…directly to the Alpha channel of input zero.…Connect the Out Color of the layered texture…to the Color of the aiUtility node.…
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
Views
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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: Combining Bifrost channel data