Learn about mapping Bifrost channel data to shading attributes.
- [Narrator] In the following exercises,…we use bifrost channel data, to mask, two Arnold materials.…If you're mental array, you'll use different nodes,…which I covered another course, Mara 2016, bifrost fluids.…But the concept is the same.…We're extracting multiple channels of data,…and combining them, to build a mask.…To begin, let's visualize the raw channel data,…on the meshed voxels of the shape node.…I've prepared a scene that has the building blocks ready.…
There are two versions of water we'll be using.…Clear, and white water.…The white water has a lot of sub-surface scattering,…to give the effect of foaming bubbles.…Any channels that we wish to use, in a shader network,…must me manually exported from the shape node.…Let's go into that shape node,…open up bifrost liquid one,…and select liquid one.…Which is the bifrost shape node.…And in the Arnold attributes,…we need to type the channels to export here,…in the channels field.…
Vorticity is already entered in for us, by default.…Click at the end of that word,…
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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