From the course: Maya 2018: Bifröst Fluids
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Converting velocity to a grayscale float - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Converting velocity to a grayscale float
- [Instructor] In the previous movies we saw how to extract churn and vorticity from the Bifrost fluid. Here are a couple of Arnold render view snapshots. There's the churn and those are the raw churn values and here is vorticity after its values have been scaled. Go back to a live view and open up the hyper shade, I've got that minimized. And here's the shading network so far. We're now going to add velocity and the velocity is a vector. It has three values, X, Y and Z. So, tap the space bar in the graph and type in aiU for aiUser and choose aiUserDataVector. With that node still selected in its attributes, type in the value which is velocity. Also rename the node. We can copy that from the attribute field and then it paste it into the node name adding an underscore. Because velocity is a vector attribute and it has three values, we can connect it directly to the utility color. Connect the out value of the aiUserDataVector node to the color of the aiUtility node. Let's see what that…
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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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