Learn about adjusting the value range of channel data.
- [Instructor] In the previous movie,…we visualized the churn data channel…directly on a utility shader.…That's what I'm displaying here in the Arnold RenderView.…The churn value ranges from zero to one,…which maps directly to an RGB color channel.…But other BiFrost data channels have different ranges.…Vorticity, for example, has arbitrary positive values.…We'll remap those values to the range of zero to one…for use in the shading network.…
Open up the Hypershade.…In the browser, select test_aiUtility,…and in the Graph toolbar,…click Input and output connections.…Click in the graph to give it focus, and press the Tab key,…and search for aiu,…and we'll see a bunch of aiUserData nodes.…We'll choose aiUserDataFloat.…We'll give it the Attribute value of vorticity…and copy paste that into the name of the node,…select it and copy it,…paste it into the name and add an underscore, press Enter.…
Let's see what this looks like if we connect it…directly to the aiUtility color.…Open up the Color section…and connect the vorticity Out Value…
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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