From the course: Maya 2018: Bifröst Fluids
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Combining Bifrost channel data - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Combining Bifrost channel data
- [Instructor] We've extracted and preprocessed the Bifrost channel data for three different channels. I've got them rendered in the Arnold RenderView snapshots. Here's churn, vorticity, and velocity. Now, we will combine all of these with a layered texture to form a mask. I'll go into the Hypershade, and so I'll have even more room for the graph. I'm actually going to close the browser window as well. And here's what we have so far. We have velocity, vorticity, and churn. Let's create a layered texture. Press the Tab key and type in L-A-Y and choose layeredTexture. Rename it, call it water_mask_layered_texture. With that node selected in its Attributes, set the Color to a pure white. Now, we'll take that churn data and use it as a mask. Open up the input to the water_mask_layered_texture and in input zero, you'll see the Alpha channel input. Connect the churn_aiUserDataFloat out value directly to the Alpha channel of input zero. Connect the Out Color of the layered texture to the…
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Contents
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Displaying channel data as particle color6m 28s
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Displaying channel data as mesh vertex color3m 16s
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Rendering a liquid polygon mesh in Arnold4m 52s
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Rendering the shape node in Arnold7m 12s
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Rendering meshed voxels4m 52s
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Accessing available Bifrost channels2m 40s
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Shading with Bifrost channels using aiUserData3m 56s
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Remapping Bifrost channel data3m 33s
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Converting velocity to a grayscale float5m 12s
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Combining Bifrost channel data7m 35s
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Building a layered shader6m 44s
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Mapping specular roughness7m 59s
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