Learn about calculating a mesh at render time.
- [Narrator] In the previous movie,…we saw the performance gains and quality improvement…from rendering the Bifröst shape node…as an implicit surface with Arnold.…Now let's look at even more powerful…and flexible technique,…tessellating that volume data to a mesh…dynamically at render time.…Implicit rendering is a little faster because it…skips the tessellation and subdivision of a mesh output.…But currently, implicit rendering does not support…displacement or 2D textures.…In my scene, I will be using displacement mapping…to add surface detail,…so I want to use a surface type of mesh.…
And we can press play…and see how that compares to the implicit rendering.…Once it's finished, we can stop it…and store it as a snapshot.…And toggle back and forth between the implicit render…and the polygon mesh render.…And we can see that the polygons do show up here…there's a little bit of jaggedness.…We can zoom in with the mouse wheel and…position with all the middle mouse.…Here's the implicit render and here is the mesh render.…
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
Views
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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: Rendering meshed voxels