Use the Node Editor to connect to existing Colliders.
- [Voiceover] The Aero Fluid is not colliding…with our room or door.…You might think that you can use…the Bifrost menus to add those collisions,…but if you did it this way, you would…create a new Collider Node, unnecessarily.…We already have a ColliderProps Node in the scene.…And, its attributes are set the way we want.…So, we might as well use that.…Let's select both of the Bifrost domains.…We've got the Liquid domain, Bifrost Liquid One,…and the Aero domain, Bifrost Aero One.…
Control, select both of those,…and open up the Node Editor to make the connections.…Windows,…Node Editor.…If you have something in the graph,…you can go ahead and clear it.…And then, click to display the input and output…connections on the selected nodes,…which are the Bifrost liquid and aero containers.…Click Input and Output,…and the graph of those two nodes…and their connected nodes is displayed.…But zoom in a bit.…
Notice that we've got Bifrost Liquid Container One…and Bifrost Aero Container One.…They already share some connections in common.…
AuthorAaron F. Ross
- Understanding Bifröst
- Analyzing the node structure
- Emitting from a polygon mesh
- Colliding with objects
- Pushing and damping fluid motion with accelerators
- Caching Bifröst simulations
- Meshing liquid and exporting to Alembic
- Shading with the Bifröst liquid material
- Designing mental ray materials
- Layering shaders with Bifröst channel data
- Adding mist with an Aero simulation
- Texturing an Aero material
Skill Level Advanced
1. Simulating a Liquid
2. Tuning and Storing a Simulation
3. Shading a Liquid
4. Using Bifröst Aero
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