Discover how to add a liquid emitter and container.
- [Voiceover] Here's the scene that I've prepared…for our Bifrost simulation.…I've placed a bunch of objects onto layers here,…including two sets of geometry.…There's the renderable geometry…on the room and door layers here.…We can turn those off for a sec.…Then we've also got the Bifrost meshes,…which are on their own layers here.…You'll see emitter_layer, collider_room, and so on.…Those are self-explanatory.…Bifrost uses polygon meshes to generate liquids,…to accelerate liquids, and, of course, to collide.…
And I've got two sets of geometry here,…not for performance reasons necessarily…because Bifrost is fine with colliding with heavy meshes.…I'm using this low-resolution mesh for collisions…merely because I want to have a separate object…for collisions to correspond to the discrepancy…in collision thickness that we'll see later.…If I turn the room_layer back on again…for a moment and get in close here,…you can see that the black lines here indicating the room…are inside the green line,…indicating in the collider object.…
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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