From the course: 3ds Max: Tips, Tricks and Techniques

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Rendering Fluid channels with Arnold User Data

Rendering Fluid channels with Arnold User Data - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Rendering Fluid channels with Arnold User Data

in previous weeks about Fluid data channels and use that data in a shading network. Specifically we'll use vorticity data to simulate fine bubbles or foam in an Arnold rendering. Last week we learned all about vorticity which is a time-based liquid parameter specifically designed for this purpose. I've got a simulation already cashed on disk and that cash is not included in the exercise files. So you'll need to run a simulation if you want to see the fluid. If you need a refresher on how to do that, go back a few weeks and look at the movie entitled Understanding Fluid Data Channels. I'll park my timeline on frame 27 here and do an ActiveShade render, I've got that already set up. And we're trying to simulate the look of cola or soft drink and it really needs some foam or bubbles in it. So let's go ahead and add that. And we've got the vorticity already enabled in this simulation and let's go over into the render settings tab and we have all of the data channels listed here. Scroll…

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