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Maya 2018 – Bifröst Fluids

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Release date:2017, November 8

Duration:03 h 45 m

Author:Aaron F. Ross

Skill level:Beginner

Language:English

Exercise files:Yes

Bifröst for Maya 2018 includes many welcome updates to the liquid simulation plugin, Bifröst Fluids. With Maya 2018.1, Arnold supports exciting new ways to render fluids in better fidelity without heavy mesh caches. This course takes an overview of simulating liquids in Bifröst and rendering in Arnold. For convincing materials, instructor Aaron F. Ross shows how to extract fluid dynamics data such as vorticity and apply it in an Arnold shading network. To finish the exploration of fluids, he takes a look at Bifröst foam, which generates secondary particles from the main fluid.

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00 Introduction
00 Welcome
01 Using the exercise files

01 Simulating a Liquid
01 Meeting prerequisites
02 Understanding Bifrost
03 Choosing Bifrost options
04 Setting scene preferences
05 Laying out the scene
06 Emitting liquid from a mesh
07 Selecting Bifrost nodes in the Outliner
08 Analyzing the simulation in the Node Editor
09 Pushing liquid with a Motion Field
10 Colliding with objects

02 Fine-Tuning a Liquid Simulation
01 Culling particles with a Killplane
02 Tuning time steps
03 Tuning transport steps
04 Adding friction and drag with a motion field
05 Enabling optional Bifrost channels

03 Caching and Meshing
01 Writing a user cache
02 Reading and disabling a user cache
03 Meshing the particles
04 Caching a mesh to BIF files
05 Exporting to Alembic
06 Referencing an Alembic mesh
07 Setting an initial state
08 Advanced caching with cache control

04 Shading a liquid
01 Displaying channel data as particle color
02 Displaying channel data as mesh vertex color
03 Rendering a liquid polygon mesh in Arnold
04 Rendering the shape node in Arnold
05 Rendering meshed voxels
06 Accessing available Bifrost channels
07 Shading with Bifrost channels using aiUserData
08 Remapping Bifrost channel data
09 Converting velocity to a grayscale float
10 Combining Bifrost channel data
11 Building a layered shader
12 Mapping specular roughness

05 Simulating Foam
01 Generating foam from a liquid
02 Adjusting foam attributes
03 Caching foam
04 Rendering foam in Arnold
05 Shading a foam surface with Density

06 Conclusion
Next steps

[LinkedIn] Maya 2018 – Bifröst Fluids_Subtitles.7z


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