Render realistic animated liquids in Maya with the Bifröst fluid dynamics engine and the Arnold renderer.
Overview
Syllabus
Introduction
- Welcome
- Using the exercise files
- Meeting prerequisites
- Understanding Bifrost
- Choosing Bifrost options
- Setting scene preferences
- Laying out the scene
- Emitting liquid from a mesh
- Selecting Bifrost nodes in the Outliner
- Analyzing the simulation in the Node Editor
- Pushing liquid with a Motion Field
- Colliding with objects
- Culling particles with a Killplane
- Tuning time steps
- Tuning transport steps
- Adding friction and drag with a motion field
- Enabling optional Bifrost channels
- Writing a user cache
- Reading and disabling a user cache
- Meshing the particles
- Caching a mesh to BIF files
- Exporting to Alembic
- Referencing an Alembic mesh
- Setting an initial state
- Advanced caching with cache control
- Displaying channel data as particle color
- Displaying channel data as mesh vertex color
- Rendering a liquid polygon mesh in Arnold
- Rendering the shape node in Arnold
- Rendering meshed voxels
- Accessing available Bifrost channels
- Shading with Bifrost channels using aiUserData
- Remapping Bifrost channel data
- Converting velocity to a grayscale float
- Combining Bifrost channel data
- Building a layered shader
- Mapping specular roughness
- Generating foam from a liquid
- Adjusting foam attributes
- Caching foam
- Rendering foam in Arnold
- Shading a foam surface with Density
- Next steps
Taught by
Aaron F. Ross