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.…
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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