Learn about finding the sum of RGB colors to convert to grayscale.
- [Instructor] In the previous movies…we saw how to extract churn and vorticity…from the Bifrost fluid.…Here are a couple of Arnold render view snapshots.…There's the churn and those are the raw churn values…and here is vorticity…after its values have been scaled.…Go back to a live view…and open up the hyper shade,…I've got that minimized.…And here's the shading network so far.…We're now going to add velocity…and the velocity is a vector.…
It has three values, X, Y and Z.…So, tap the space bar in the graph…and type in aiU for aiUser…and choose aiUserDataVector.…With that node still selected in its attributes,…type in the value which is velocity.…Also rename the node.…We can copy that from the attribute field…and then it paste it into the node name…adding an underscore.…Because velocity is a vector attribute…and it has three values,…we can connect it directly to the utility color.…
Connect the out value of the aiUserDataVector node…to the color of the aiUtility node.…Let's see what that looks like,…minimize the hyper shade,…
AuthorAaron F. Ross
- 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
1. Simulating a Liquid
2. Fine-Tuning a Liquid Simulation
3. Caching and Meshing
4. Shading a Liquid
5. Simulating Foam
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