Learn about mapping density to a surface shader.
- [Instructor] In the previous movie,…we saw how to adust the Arnold attributes…of the foam shape node…in order to render as a surface.…And we disabled opaque, and we're ready now…to apply an AI standard surface material.…With the foam shape node selected,…right-click in the view port and choose Assign New Material.…In the Assign New Material dialogue,…go to Arnold, Shader, and click aiStandardSurface.…
In the attribute editor, rename it.…Call it foam_aiStSurf.…Let's do an interactive rendering with Arnold.…Go to the menus and choose Arnold, Render.…Here's the first test render of the default…AI Standard Surface material.…Let's go ahead and make a snapshot of that.…And press stop in the Arnold Render view,…and start changing up these attributes.…Set all of the colors to white.…The base color is already white.…
Specular color also already white.…Scrolling down, we have Transmission.…And it has a weight of zero.…Let's turn that up, we'll call it a weight of 0.1,…and make sure that its color is white, value of one.…
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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