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…
Author
Released
11/8/2017- 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
Duration
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Introduction
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Welcome51s
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Using the exercise files3m 3s
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1. Simulating a Liquid
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Meeting prerequisites2m 57s
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Understanding Bifrost3m 46s
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Choosing Bifrost options7m 20s
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Setting scene preferences3m 34s
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Laying out the scene3m 34s
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Emitting liquid from a mesh7m 39s
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Colliding with objects9m 25s
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2. Fine-Tuning a Liquid Simulation
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Tuning time steps6m 8s
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Tuning transport steps3m 39s
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3. Caching and Meshing
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Writing a user cache7m 38s
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Meshing the particles10m 28s
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Caching a mesh to BIF files5m 43s
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Exporting to Alembic5m 36s
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Setting an initial state3m 58s
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4. Shading a Liquid
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Rendering meshed voxels4m 52s
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Building a layered shader6m 44s
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Mapping specular roughness7m 59s
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5. Simulating Foam
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Adjusting foam attributes5m 12s
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Caching foam4m 4s
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Rendering foam in Arnold4m 7s
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Conclusion
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Next steps1m
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Video: Remapping Bifrost channel data