Appreciate the need for atmospheric effects using Bitfrost Aero.
- [Voiceover] In this chapter, we'll add mist to our shot…with Bifrost arrow.…This will help make the shot more believable.…Let's see why this is so, by evaluating a rendering…without any mist.…Before I render this shot, I will go…into the mental ray settings,…and change a couple things in Render Settings.…In Quality, we've got very low quality.…Normally for production, you would probably set this…to a value of 1 or higher.…
For a teaching demo, maybe I'll go up to 0.66…for both the Overall Quality and the Lighting Quality.…In the Indirect Diffused Quality, I'll bump that up…just a little bit to 0.33.…As a side note, my materials have ambient occlusion…built into them,…and so we can use a low resolution GI solution…for all of the bounce light,…and the contact shadows in ambient occlusion are already…built into the materials.…
Very importantly, for a moving fluid render,…you probably want Motion Blur enabled.…In mental ray, that's accessed through the Seen tab.…Go into Cameras,…Shutter,…Motion Blur.…You can set it to No Deformation or Full,…
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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