Learn about enabling churn, curvature, and age.
- At this point in our work flow,…we've defined the initial conditions for the simulation.…Before writing a user cache, I want to show you…a few interesting fluid properties that are…disabled by default in this version of Maya.…They're found in the liquid properties container.…Select that from the outliner.…And in the attribute editor, scroll down.…And near the bottom you'll see optional channels.…Open that up.…And we have three switches here, curvature, turn, and age.…
Turn all of those on.…These are super cool attributes.…Once these are enabled, then curvature, the amount of turn,…or the age of particles can control any shader…property such as color or transparency.…We'll use this later when we look at bifrost channel nodes.…These switches need to be on before we write a user cache.…That's where to find those important optional…bifrost channels, and it finishes the chapter…on optimization and fine tuning.…
In the following chapter we'll work with caches and meshes.…
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: Enabling optional Bifrost channels