Learn about defining layer properties for renderable and Bifrost geometry.
- [Instructor] Scene layout is, of course, very important…in all cases, but I think especially so…in a heavy dynamic simulation.…There are a couple of special considerations.…Here I have designated separate layers for Bifröst meshes,…such as an emitter and collision objects,…and other layers for renderable geometry,…specifically the room and the door layers.…Those are renderable.…We can turn those off and see…that the collision geometry is a lot more simple.…
But this is actually not for performance reasons.…I'll re-enable the visibility for those two layers.…Bifröst can handle heavy meshes without any problem,…because it always re-samples the entire surface…into a cubic lattice of voxels anyway.…The density of vertices on the mesh is not a factor.…Accuracy and performance are controlled…in the Bifröst liquid property settings.…The reason we have separate meshes for rendering…and simulation is to give us more freedom…and prevent having to re-solve the…simulation, which could take many hours.…
If the rendered geometry is separate…
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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