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LinkedIn Learning

Maya 2018: Bifröst Fluids

via LinkedIn Learning

Overview

Render realistic animated liquids in Maya with the Bifröst fluid dynamics engine and the Arnold renderer.

Syllabus

Introduction
  • Welcome
  • Using the exercise files
1. Simulating a Liquid
  • Meeting prerequisites
  • Understanding Bifrost
  • Choosing Bifrost options
  • Setting scene preferences
  • Laying out the scene
  • Emitting liquid from a mesh
  • Selecting Bifrost nodes in the Outliner
  • Analyzing the simulation in the Node Editor
  • Pushing liquid with a Motion Field
  • Colliding with objects
2. Fine-Tuning a Liquid Simulation
  • Culling particles with a Killplane
  • Tuning time steps
  • Tuning transport steps
  • Adding friction and drag with a motion field
  • Enabling optional Bifrost channels
3. Caching and Meshing
  • Writing a user cache
  • Reading and disabling a user cache
  • Meshing the particles
  • Caching a mesh to BIF files
  • Exporting to Alembic
  • Referencing an Alembic mesh
  • Setting an initial state
  • Advanced caching with cache control
4. Shading a Liquid
  • Displaying channel data as particle color
  • Displaying channel data as mesh vertex color
  • Rendering a liquid polygon mesh in Arnold
  • Rendering the shape node in Arnold
  • Rendering meshed voxels
  • Accessing available Bifrost channels
  • Shading with Bifrost channels using aiUserData
  • Remapping Bifrost channel data
  • Converting velocity to a grayscale float
  • Combining Bifrost channel data
  • Building a layered shader
  • Mapping specular roughness
5. Simulating Foam
  • Generating foam from a liquid
  • Adjusting foam attributes
  • Caching foam
  • Rendering foam in Arnold
  • Shading a foam surface with Density
Conclusion
  • Next steps

Taught by

Aaron F. Ross

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