Maya 2018: Bifröst Fluids

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3-4 hours worth of material
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Overview

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

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.

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