From the course: Maya 2018: Bifröst Fluids
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Remapping Bifrost channel data - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Remapping Bifrost 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…
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Displaying channel data as particle color6m 28s
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Displaying channel data as mesh vertex color3m 16s
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Rendering a liquid polygon mesh in Arnold4m 52s
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Rendering the shape node in Arnold7m 12s
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Rendering meshed voxels4m 52s
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Accessing available Bifrost channels2m 40s
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Shading with Bifrost channels using aiUserData3m 56s
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Remapping Bifrost channel data3m 33s
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Converting velocity to a grayscale float5m 12s
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Combining Bifrost channel data7m 35s
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Building a layered shader6m 44s
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Mapping specular roughness7m 59s
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