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Arnold visibility attributes found under the bifShape node


Note
  • The native Bifrost volume does not currently work with GPU. However, volume data exported as VDB should work.
  • The custom property name can be anything as long as you pass the same name to the aiUserDataColor node in the material network being used. Using “my_color” is fine.
  • The color_jittershader does not currently work with Bifrost.
  • The random color used here does not currently display in the viewport and will only show when rendering.

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Info

When a shader is overridden, e.g. a shader is applied to the bifShape or bifrostGraphShape in Maya, it gets applied to all of the Arnold shapes generated by arnold_bifrost. However, if the shader to be applied is not a volume shader, we should not apply it to volumes so that in-graph volume shaders still get applied (or the default generic volume shader that arnold_bifrost generates gets applied). If you create your own custom volume shader and assign it directly to the bifShape or bifrostGraphShape, arnold_bifrost will not recognize it. The solution, in that case, is to just apply the custom shader in-graph.

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Arnold visibility attributes found under the bifShape node


Bifrost Graph Editor

The following Arnold nodes are available in the Bifrost Graph Editor. Click on the link to go to the relevant Arnold attributes.

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