Delete unneeded particles with a plane.
- [Voiceover] To remove any unnecessary calculations…from the simulation,…we'll delete all particles that come up close…to the camera lens.…I'll re-enable visibility for the camera layer,…and just tumble a little bit in the perspective view.…And I want to play the animation…so we can find where the camera moves.…But before we play the animation,…we need to remember to disable the Bifrost simulation.…Our first task is to go into the outliner…and find the Bifrost liquid.…
And that is the domain solver node.…And over in its shapes, if you scroll down,…you'll see an enable switch.…We can just turn that off,…set that to zero and press Enter.…And now we can play the animation…and the entire Bifrost simulation has been disabled.…The camera's going to move a little bit backwards…as if it were a handheld camera, someone stepping back.…And we see that by around frame 220 or so,…the camera has reached its maximum distance.…
Let's verify that.…Check it in the top view.…Tap the space bar.…Go over to the top view.…And scrub through the animation.…
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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