Learn about visualizing Bifrost channel data as mesh color.
- [Instructor] Some bifrost channels…can be stored in the vertex color of liquid mesh.…This can be alive by frost mesh,…generated on the fly, or it can be a cache.…Vertex colors in an olympic cache are displayed…automatically when the mesh file is loaded.…For a bifrost BIF, or BIF cache,…we need to enable the display.…In this scene I have a BIF cache imported,…and the simulation is disabled.…I'll go to frame 120 in the timeline,…and that may take a moment to load in.…
Once it loads in the outliner at the very bottom,…we'll find bifrost liquid one mesh cache.…Select that and in order to see the vertex colors,…let's disable selection highlighting.…From the viewport menu, choose show,…turn off selection highlighting.…And the object is still selected.…In the attribute editor we see…the mesh attributes displayed.…We can open up mesh component display…and down here we have a switch display colors.…
Turn that on, and now we see some very…colorful vertices in the view port.…We can change the display color channel to different modes.…
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: Displaying channel data as mesh vertex color