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