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.…
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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