From the course: Maya 2018: Bifröst Fluids
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Shading with Bifrost channels using aiUserData - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Shading with Bifrost channels using aiUserData
- [Narrator] In the following exercises, we use bifrost channel data, to mask, two Arnold materials. If you're mental array, you'll use different nodes, which I covered another course, Mara 2016, bifrost fluids. But the concept is the same. We're extracting multiple channels of data, and combining them, to build a mask. To begin, let's visualize the raw channel data, on the meshed voxels of the shape node. I've prepared a scene that has the building blocks ready. There are two versions of water we'll be using. Clear, and white water. The white water has a lot of sub-surface scattering, to give the effect of foaming bubbles. Any channels that we wish to use, in a shader network, must me manually exported from the shape node. Let's go into that shape node, open up bifrost liquid one, and select liquid one. Which is the bifrost shape node. And in the Arnold attributes, we need to type the channels to export here, in the channels field. Vorticity is already entered in for us, by default…
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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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