From the course: Maya 2018: Bifröst Fluids
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Mapping specular roughness - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Mapping specular roughness
- [Instructor] We've almost completed the shader work on this whitewater layered shader. In the final render of the shot, I used displacement on the water to add surface detail. I want this to look like the scale of this distance is about one meter, and with no surface detail on here, it's hard to give that impression of scale. If you want to learn about displacement, I covered that in another course, Maya: Rendering with Arnold 5. But let's apply the displacement and see how it affects the render. I'll open the Hypershade window. We want to add the displacement. I've got that ready. Go into the browser. I've got it hidden, so I'll temporarily make it visible. And we've got the water_displacementShader. Middle-mouse drag that over into the graph and then back out a little bit, and you'll notice that it's connected to something already. It looks like it's connected to the shading group for the clear water. If we assign the material water_clear_aiStSf to the liquid shape node, then the…
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Contents
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Displaying channel data as particle color6m 28s
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Displaying channel data as mesh vertex color3m 16s
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Rendering a liquid polygon mesh in Arnold4m 52s
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Rendering the shape node in Arnold7m 12s
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Rendering meshed voxels4m 52s
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Accessing available Bifrost channels2m 40s
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Shading with Bifrost channels using aiUserData3m 56s
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Remapping Bifrost channel data3m 33s
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Converting velocity to a grayscale float5m 12s
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Combining Bifrost channel data7m 35s
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Building a layered shader6m 44s
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Mapping specular roughness7m 59s
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