Learn about creating liquid nodes, including domain, properties, and emitter.
- [Instructor] Bifrost uses mesh objects for emitters,…and I've created an emission object,…which is a polygon mesh.…And it's here displayed in pink…because that's its layer color.…And we can select it from the camera viewport.…If you have any trouble selecting it, use the outliner.…You can open that up from a tab here…or use Windows, Outliner.…And emitterDoorway is selected.…Let's go into its attributes.…I want to show you that for the emission object,…I've disabled its renderability.…
Go to the attribute editor from the tab…or use Control + A, and in the emitterDoorwayShape node,…go into Render Stats.…You'll see that I've disabled Visibility and Shadows.…And also in the Arnold section,…I've disabled all of the Visibility options here.…And that way, the emitter object…will not render in Maya software nor in Arnold.…Also, for the emitter and collider objects,…I want them to display as wireframe in the viewports,…and that's accomplished in this case through their layer.…
I've placed them onto display layers.…And over here on the right,…
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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