From the course: Maya 2018: Bifröst Fluids
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Rendering meshed voxels - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Rendering meshed voxels
- [Narrator] In the previous movie, we saw the performance gains and quality improvement from rendering the Bifröst shape node as an implicit surface with Arnold. Now let's look at even more powerful and flexible technique, tessellating that volume data to a mesh dynamically at render time. Implicit rendering is a little faster because it skips the tessellation and subdivision of a mesh output. But currently, implicit rendering does not support displacement or 2D textures. In my scene, I will be using displacement mapping to add surface detail, so I want to use a surface type of mesh. And we can press play and see how that compares to the implicit rendering. Once it's finished, we can stop it and store it as a snapshot. And toggle back and forth between the implicit render and the polygon mesh render. And we can see that the polygons do show up here there's a little bit of jaggedness. We can zoom in with the mouse wheel and position with all the middle mouse. Here's the implicit…
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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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