Maya 2018: Bifröst Fluids

Go to class
Write Review

Free Online Course: Maya 2018: Bifröst Fluids provided by LinkedIn Learning is a comprehensive online course, which lasts for 3-4 hours worth of material. The course is taught in English and is free of charge. Upon completion of the course, you can receive an e-certificate from LinkedIn Learning. Maya 2018: Bifröst Fluids is taught by Aaron F. Ross.

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