Learn how to shade foam with a subsurface scattering effect.
- [Voiceover] Because surface foam…in the Bifrost liquid material does not currently support…an ambient nor a subsurface scattering component,…we actually cannot use the Bifrost liquid material…to achieve the effect of realistic foam.…So in fact we will need to use a mental ray shader instead.…Select the Alembic mesh, right click anywhere…in the viewport, and you may need to hold…the right click button down for a while.…Go down to Assign New Material,…and in the pop-up dialogue, choose Mental Ray.…
And we're going to assign MISS_Fast_Shader_X_passes.…Click on that, if you get a dialog asking about lightmaps,…that's simply because there's already a lightmap…in this scene that I'm providing.…You can just close the dialog, just click on the X button.…And the attribute editor has opened,…but it's taken us to the shading group.…We wanna access the material parameters.…Use the arrows to go through the node tabs.…And select MISS_fast_shader_X_passes,…click on the Copy Tab button…so we can access those node attributes,…
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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