Learn about render points or an implicit surface.
- [Narrator] The Arnold renderer,…directly supports the liquid shape node,…also known as the bifrost shape,…so that we can render particles,…and implicit surface,…or a mesh, tessellated at rendered time.…In the Arnold section of the bifrost shape node,…we have some very cool options,…that allow us the visual fidelity…of classic bifrost meshing,…render times are about the same,…and we don't need to spend time and resources,…building a cache.…Behind the scenes, the liquid shape renders us…something called, the bifrost Procedural for Arnold.…
In this context, Procedural is a noun,…meaning type of Arnold primitive object.…Very importantly, these attributes,…for the bifrost shape node,…completely changed between the Maya 2018,…and the Maya 2018.1.…Make sure you're running 2018.1 or higher,…and M2A Arnold plug-in version 2.0.2, or higher.…You can check the current versions, in the menus,…under help, about Maya,…and Arnold, about.…
In this scene, I've prepared and cached a liquid simulation.…This scene picks up where we left off,…
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 the shape node in Arnold