From the course: Maya 2018: Bifröst Fluids

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Accessing available Bifrost channels

Accessing available Bifrost channels - Maya Tutorial

From the course: Maya 2018: Bifröst Fluids

Accessing available Bifrost channels

- [Instructor] The Bifrost channel data, such as Velocity, and Churn, are very useful in a shading network. We'll use them in this example to add a white water effect to this river rapids shot. Depending upon the type of object you're rendering, you'll have different options for the Bifrost channels. If it's a Mesh, or Mesh Cache, you'll need to go into the Arnold section of that object's mesh shape node, and scroll down a little bit to enable Export Vertex Colors. Once that switch is on, the the Bifrost channel data will be available to shading networks. For a mesh object, the only channels that are stored are Velocity, Vorticity, and optionally, Curvature and Churn. But if you're rendering the Bifrost liquid shape node directly, then you have more options for channel data to access. As we saw in a previous movie, we can select the liquid shape node, and in the particle display section, choose a different color channel, such as Churn or Curvature, and use the use the Color Channel…

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