Define polygon mesh attributes for a liquid surface.
- [Voiceover] Alright that's all about caches.…Now, let's talk about meshing.…And that's going to be found in the shape node.…Open up the domain container,…and select the shape node,…which is labeled liquid one.…And in the attribute editor,…we can access the bi frost shape attributes.…Scroll down, you're looking for a section labeled…bi frost meshing.…Open that up.…And it's currently disabled.…As long as this is disabled,…then the bi frost liquid one mesh object here,…has no polygons.…
And you may occasionally get error messages,…saying the object has no polygons.…It's not a problem.…We can enable bi frost meshing,…and that creates polygons inside…the bi frost liquid mesh object.…And we can see, in our view…that there is a ghostly outline here.…We can select that mesh object,…and change its material.…Back in the attribute editor,…we can see it's been automatically assigned…bi frost liquid material one.…And that's got transparency,…and all kinds of fancy stuff.…
For testing purposes, let's just assign it…a Lambert shader.…
Author
Released
8/17/2016- 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
Duration
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Introduction
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Welcome1m 7s
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Using the exercise files3m 29s
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1. Simulating a Liquid
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Meeting prerequisites1m 56s
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Understanding Bifröst3m 55s
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Choosing Bifröst Options4m 38s
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Setting the scene2m 41s
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Analyzing the simulation5m 42s
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2. Tuning and Storing a Simulation
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Tuning Adaptivity7m 42s
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Writing a user cache7m 6s
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Reading a user cache1m 30s
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Meshing the particles8m 41s
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Exporting to Alembic4m 47s
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Referencing an Alembic mesh6m 28s
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3. Shading a Liquid
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Shading a Bifröst liquid7m 25s
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Designing a water shader3m 20s
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Combining channel data9m 36s
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4. Using Bifröst Aero
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Evaluating the shot3m 18s
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Emitting mist with aero6m 24s
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Connecting aero colliders3m 44s
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Conclusion
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Next steps44s
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Video: Meshing the particles