Release date:2016, August 17

Duration:02 h 43 m

Author:Aaron F. Ross

Skill level:Advanced

Language:English

Exercise files:Yes

Bifröst is a fluid dynamics engine for high-quality liquids in visual effects, combining the best of volumetric and particle solvers in one tool. This course offers an overview of the Bifröst implementation in Autodesk Maya. Using emitter, collider, accelerator, and liquid property nodes, Aaron F. Ross simulates a medium-scale liquid effect and stores it to disk as a cache. Rendering the surface at full quality requires generating an animated polygon mesh; for a convincing layered material, he shows how to extract Bifröst channel data such as Vorticity and apply it in a shading network. The course concludes with a look at the Aero Solver for atmospheric effects.

Topics include:

Understanding Bifröst

Analyzing the node structure

Emitting from a polygon mesh

Colliding with objects

Pushing and damping fluid motion with accelerators

Caching Bifröst simulations

Meshing liquid and exporting to Alembic

Shading with the Bifröst liquid material

Designing mental ray materials

Layering shaders with Bifröst channel data

Adding mist with an Aero simulation

Texturing an Aero material
Table of Contents

Introduction

Welcome 1m 7s

Using the exercise files 3m 29s

1. Simulating a Liquid

Meeting prerequisites 1m 56s

Understanding Bifrost 3m 55s

Choosing Bifrost Options 4m 38s

Setting the scene 2m 41s

Emitting from a liquid container 6m 50s

Analyzing the simulation 5m 42s

Pushing liquid with an accelerator 3m 38s

Optimizing Master Voxel Size 8m 1s

Colliding with objects 6m

2. Tuning and Storing a Simulation

Tuning Adaptivity 7m 42s

Culling particles with a killplane 3m 32s

Damping with the accelerator boundary layer 4m 44s

Writing a user cache 7m 6s

Reading a user cache 1m 30s

Meshing the particles 8m 41s

Exporting to Alembic 4m 47s

Referencing an Alembic mesh 6m 28s

3. Shading a Liquid

Shading a Bifrost liquid 7m 25s

Designing a subsurface scattering shader 3m 25s

Rendering global illumination 3m 16s

Designing a water shader 3m 20s

Connecting materials to a layered shader 3m 15s

Listing the active Bifrost channels 4m 50s

Masking a layer with Bifrost channel data 6m 29s

Combining channel data 9m 36s

4. Using Bifrost Aero

Evaluating the shot 3m 18s

Emitting mist with aero 6m 24s

Connecting aero colliders 3m 44s

Damping aero with boundary layer 4m 24s

Shading with a Bifrost aero material 3m 36s

Masking density with Volume Noise 6m 48s

Conclusion Next steps 44s

00. Introduction 01 – Welcome 02 – Using the exercise files.en.srt 02 – Using the exercise files

01. Simulating a Liquid 03 – Meeting prerequisites 04 – Understanding Bifröst 05 – Choosing Bifröst Options 06 – Setting the scene 07 – Emitting from a liquid container 08 – Analyzing the simulation 09 – Pushing liquid with an accelerator 10 – Optimizing Master Voxel Size 11 – Colliding with objects

02. Tuning and Storing a Simulation 12 – Tuning Adaptivity 13 – Culling particles with a killplane 14 – Damping with the accelerator boundary layer 15 – Writing a user cache 16 – Reading a user cache 17 – Meshing the particles 18 – Exporting to Alembic 19 – Referencing an Alembic mesh

03. Shading a Liquid 20 – Shading a Bifröst liquid 21 – Designing a subsurface scattering shader 22 – Rendering global illumination 23 – Designing a water shader 24 – Connecting materials to a layered shader 25 – Listing the active Bifröst channels 26 – Masking a layer with Bifröst channel data 27 – Combining channel data

04. Using Bifröst Aero 28 – Evaluating the shot 29 – Emitting mist with aero 30 – Connecting aero colliders 31 – Damping aero with boundary layer 32 – Shading with a Bifröst aero material 33 – Masking density with Volume Noise

05. Conclusion 34 – Next steps

Ex_Files_Maya_Bitfrost_Dynamic.7z

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