Thank you for the vid but im having trouble. When I right click and drag on my emmiter, the bifrost tab does not show. So I cant paint my density. All I see is a color set tab with Bifrost density, but that doesnt let me paint the density. Will someone help?
Hi thank you for the tutorial! I have tried to blend together twodifferent colored liquids in a container, but it looks like they're simulating as if the other did not exist. So after seeing your video I thought I could just color the two emitters. And is there a way to render the density color whith Arnold?
Hi Daryl, thanks a lot for this great tutorial. One Question . Id like to export it to alembic. When import that alembic i only got two colorsets ( vortictiy and velosity ) how can i also export also "density" to be available as colorset which i could use with e.g VrayVertexColor ?
Quick question (I'm new to Bifrost): How do you get the initial velocity of the liquid? Is there a velocity vector attribute? I want to make mine look similar to the demo, where it looks like the paint is thrown on the 3D model. Thanks in advance for your help.
Also, how would you make multiple splashes? Do you make many emitters, each one doing one "burst" (rather than continuous), or is there a way to make one emitter splash multiple times, but not continuously?
I have a question about Bifrost as a whole, I know you can animate the collision mesh(es) to move and shape the liquid around the way you like; but can you make the liquid push objects as well? For example if I wanted a tidal wave to tear down a building that I previously fractured; is that possible using Bifrost?
thks for the tuto ! if i want a qood render result as you , i have to render the "bifrost meshing". so my problem is : ... i cannot put the bifrost shader (with density ramp) on the bifrost meshing . any idea ?
I did not use a cache, think that the color per vertex data names changes in ext2 and I did not have time to troubleshoot it. So what I did was mesh at render time and the shader worked great.
+daryl obert I was gonna say; you think there will be a way to bake density values as color sets on Alembic in future service packs/versions? Right now it only seems to bake velocity and vorticity.
In 2018 it appears that the node, bifrostLiquidMaterial at 11:00 in the video is no longer there. Which makes remapping the Color Remap Channel a no-go. It is replaced with the AiStandard surface shader which doesn't have the same options. Anyone know how to apply the density settings with this? thanks.
hi, I got the same isse here. and I finded the solutioin. You should select the emitter mesh go to the modelling menu sett and to the mesh display. Then select "asign new set". In the new set in the atribute editor you can atutomaticly choos in the drop down menu the bifrost density atribute. and the you can paint. I don't know why they changed. I hope it helped
You can add an aiStandard material to the liquid's/aero's mesh and drop down the list on the top of the attributes editor of the shader (where you can select skin shader etc.); you will see the Bifrost materials there.
Truth be told, I haven't tested it, I just saw the materials in the drop list and thought they were Arnold's; I may be wrong. If you have the vertex information, you can workaround with render layers and compositing, or with camera projection if you have no camera movements; far more complicated than using the old Mental Ray's shaders though.
Nice to see Maya Mondays back.
Thank you for the vid but im having trouble. When I right click and drag on my emmiter, the bifrost tab does not show. So I cant paint my density. All I see is a color set tab with Bifrost density, but that doesnt let me paint the density. Will someone help?
Great video, I will create a nice chocolate syrup pouring on a pancakes. thanks Daryl for another great Maya Monday Episode 😊😊😊
Maya Mondays back. Great tip Daryl!!
Really nice technique Daryl. I am trying to make lava. This might come in handy.
Thank you Daryl! Very straightforward :)
Hey Daryl,
Just wondering why did you stop keeping up with maya Mondays?
I loved the videos! but you suddenly stopped???
Hope you get back at it :)
Hi Daryl
could we get some more Bifrost stuff.?
Maybe some breakdown of Duncan's lava tests.?
You're the best constructor
Cheers Daryl, much appreciated!
Hi thank you for the tutorial! I have tried to blend together twodifferent colored liquids in a container, but it looks like they're simulating as if the other did not exist. So after seeing your video I thought I could just color the two emitters.
And is there a way to render the density color whith Arnold?
Hi Daryl,
thanks a lot for this great tutorial. One Question . Id like to export it to alembic. When import that alembic i only got two colorsets ( vortictiy and velosity ) how can i also export also "density" to be available as colorset which i could use with e.g VrayVertexColor ?
The Daryl do you want to make a tutorial for maya 2017?
finally a detail tutorial
Quick question (I'm new to Bifrost): How do you get the initial velocity of the liquid? Is there a velocity vector attribute? I want to make mine look similar to the demo, where it looks like the paint is thrown on the 3D model. Thanks in advance for your help.
Really cool tip Daryl! Tks!
What are your machine specs?
If I remember correctly Daryl is a proud owner of an HP Z840 Workstation. :)
How can I add that density remap to a VRay mtl shader or a VRay SSS ?
this method doesn't work with arnold.. i tried everything possible. i could render velocity but not density.. any suggestions please?
Also, how would you make multiple splashes? Do you make many emitters, each one doing one "burst" (rather than continuous), or is there a way to make one emitter splash multiple times, but not continuously?
Did you figure it out? im still working on it.
I have a question about Bifrost as a whole, I know you can animate the collision mesh(es) to move and shape the liquid around the way you like; but can you make the liquid push objects as well? For example if I wanted a tidal wave to tear down a building that I previously fractured; is that possible using Bifrost?
Sorry, Bifrost is not bi-directional
daryl obert I see; well, those cases are very specific and not often necessary fortunately. Thanks for the reply.
thks for the tuto !
if i want a qood render result as you , i have to render the "bifrost meshing".
so my problem is : ... i cannot put the bifrost shader (with density ramp) on the bifrost meshing . any idea ?
I did not use a cache, think that the color per vertex data names changes in ext2 and I did not have time to troubleshoot it. So what I did was mesh at render time and the shader worked great.
+daryl obert I was gonna say; you think there will be a way to bake density values as color sets on Alembic in future service packs/versions? Right now it only seems to bake velocity and vorticity.
In 2018 it appears that the node, bifrostLiquidMaterial at 11:00 in the video is no longer there. Which makes remapping the Color Remap Channel a no-go. It is replaced with the AiStandard surface shader which doesn't have the same options. Anyone know how to apply the density settings with this? thanks.
Hi, did you find the answer?
any chance of revealing a solution of doing this with maya 2019? I see bifrost has changed, and I can not reproduce this anymore.
hi, I got the same isse here. and I finded the solutioin. You should select the emitter mesh go to the modelling menu sett and to the mesh display. Then select "asign new set". In the new set in the atribute editor you can atutomaticly choos in the drop down menu the bifrost density atribute. and the you can paint. I don't know why they changed. I hope it helped
Well does not work with Arnold right?
You can add an aiStandard material to the liquid's/aero's mesh and drop down the list on the top of the attributes editor of the shader (where you can select skin shader etc.); you will see the Bifrost materials there.
Emilio Posadas Hm last time I checked it wasn't supported/rendering.
so I'm like limited to vorticity and velocity through vertex colors
Truth be told, I haven't tested it, I just saw the materials in the drop list and thought they were Arnold's; I may be wrong. If you have the vertex information, you can workaround with render layers and compositing, or with camera projection if you have no camera movements; far more complicated than using the old Mental Ray's shaders though.
Emilio Posadas yeah I'm working around with openvdb now to get the density to the vertex color.
could be worse as the meshing there is actually better
A "Sign In" Button?
Really Autodesk, really?