Define material properties for a liquid.
- [Voiceover] With our Bifrost simulation calculated,…cached, and then saved out to an Alembic mesh,…we can now devote our attention to shading,…adjusting the materials on that mesh…in order to make it look beautiful…in preparation for our final rendering.…In this chapter, I will be using Mental Ray as the renderer.…However, the principals I show you should work…with any other renderer, such as Arnold.…I've got a version of the scene here…in which I have the renderable layers displayed,…that is the lights, and the room, and door most importantly,…everything else is hidden.…
We are using Mental Ray, let's check in on a…very important Mental Ray setting in the render settings.…I've previously chosen Mental Ray as my renderer.…I have a quality setting of only 0.25 for testing purposes.…Most importantly, in the configuration tab,…we need to double check to make sure that…use vertex colors is enabled.…It is disabled by default in the current version of Maya.…In the scene I'm providing it's already enabled,…but in your own scenes, you'll need to go in here…
Author
Released
8/17/2016- Understanding Bifröst
- Analyzing the node structure
- Emitting from a polygon mesh
- Colliding with objects
- Pushing and damping fluid motion with accelerators
- Caching Bifröst simulations
- Meshing liquid and exporting to Alembic
- Shading with the Bifröst liquid material
- Designing mental ray materials
- Layering shaders with Bifröst channel data
- Adding mist with an Aero simulation
- Texturing an Aero material
Skill Level Advanced
Duration
Views
Related Courses
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Maya 2017 Essential Training
with George Maestri8h 2m Beginner -
Maya: Creating Fluid Effects (2013)
with Aaron F. Ross2h 16m Intermediate -
Maya Dynamics: Creating Simulations (2012)
with Aaron F. Ross2h 11m Intermediate
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Introduction
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Welcome1m 7s
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Using the exercise files3m 29s
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1. Simulating a Liquid
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Meeting prerequisites1m 56s
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Understanding Bifröst3m 55s
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Choosing Bifröst Options4m 38s
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Setting the scene2m 41s
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Analyzing the simulation5m 42s
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2. Tuning and Storing a Simulation
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Tuning Adaptivity7m 42s
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Writing a user cache7m 6s
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Reading a user cache1m 30s
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Meshing the particles8m 41s
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Exporting to Alembic4m 47s
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Referencing an Alembic mesh6m 28s
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3. Shading a Liquid
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Shading a Bifröst liquid7m 25s
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Designing a water shader3m 20s
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Combining channel data9m 36s
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4. Using Bifröst Aero
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Evaluating the shot3m 18s
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Emitting mist with aero6m 24s
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Connecting aero colliders3m 44s
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Conclusion
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Next steps44s
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Video: Shading a Bifröst liquid