Learn how to add moving detail to mist.
- Our final production task for the project…is to create a Volume Noise Texture…to mask off the density of the Aero Material.…Open up the Hypershade, clear out whatever's in the graph,…and then in the Materials, we can drag over…the Bifrost Aero.…We've got some swatches up here, maybe change their size,…investigate what we have.…Here's Bifrist Aero Material, I can middle mouse…drag that over.…Now let's map the Density Scale right here.…
Go over into the Create bin, and go to Maya 3D Textures…and create a Volume Noise.…We could take that and map it directly into…the Density Scale, as seen here,…but it will look better if we pipe it through…a Remap Value node.…First, let's change up the settings…for the Volume Noise effect itself.…Select that node, and in it's Properties,…let's now create a wispy, mist effect.…Down in the Noise Type, change that up to Wispy.…
The Ratio is the strength of each successive iteration.…Turn that all the way up to one.…Frequency Ratio is the scale of each iteration.…Turn that up a bit to 2.286.…
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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