Learn about mapping specular roughness with velocity to remove highlights.
- [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 displacement shader would appear in the rendering…
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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