Animation is available here.


MtoA supports Bifrost, a tool for creating simulated liquid and volume effects in Maya. Bifrost workflow examples can be found here. 


There are some current limitations when using Bifrost with MtoA. These are as follows:  

  • The 'Scatter' (SSS) component in the foam shader is unsupported.
  • Natively, Bifrost Liquid is an implicit isosurface. Arnold does not currently support this and so the Bifrost Liquid must be converted to a mesh prior to rendering. The native liquid shader is therefore not translated.
  • The 'Scatter' component in the foam shader is unsupported.


Foam particles can be added to liquids to create bubbles, foam, and spray effects. These are rendered as points in MtoA which support motion blur. Per-particle attributes are exported as user data. The particle attributes are controlled by the native foam shader with ramps (diffuse, reflection, etc...).


To render a Bifrost liquid, it must first be converted to a polygonized version of the liquid surface (by default, it has no polygons until you activate meshing). 

  • Select the Bifrost Liquid and enable Bifrost Meshing (see below). Any shader can then be applied to the resulting mesh.

Remember to disable Opaque on the mesh when rendering transparent liquids.

Bifrost Liquid shape with 'Bifrost Meshing' enabled


This is rendered as a volume primitive. It is controlled using the native Aero material with ramps (diffuse, etc...) controlled by volume attributes (velocity, temperature, etc...).


  • No labels