Learn about converting a fluid simulation to polygons.
- [Instructor] Bifrost meshing is the process of converting…particle data into a renderable polygon object.…We can use meshing to art direct the shape of the liquid,…Bifrost meshing is an optional step in the workflow…because we can also render the particles directly.…We'll learn about that in the chapter on shading.…Meshing provides a few key advantages, such as shorter…render times, compatibility with other programs…and a convolution kernel to add peaks on waves.…
Select the liquid shape node, you can find that…in the outliner, open up the shape hierarchy,…and select liquidShape1, and in the attributes…of the liquid shape node, we can enable meshing.…Scroll down, you're looking for the Bifrost meshing section.…Open it up and turn on the enable switch.…The timeline is currently on frame one,…so we see no change in the viewport.…Our simulation begins on frame 96.…
Let's hide the liquid shape nodes so that we'll only see…the Bifrost mesh in the viewport.…Select the top level transform node, which is…bifrostLiquid1, and go to the channel box/layer editor.…
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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