bifrostFoamMaterial is a mental ray material that gets applied automatically to the
foam object when you add foam to a Bifröst liquid simulation. It is based on the mental ray MILA shaders. In addition, you can use any of the available Bifröst channels to remap the various light contributions such as the diffuse, reflection, and transparency components. See
Render a Bifröst simulation.
Common Attributes
The
Diffuse,
Scatter,
Reflection, and
Transparency attribute blocks contain many parameters in common. They all work in the same way, but affect different layers.
-
Use Diffuse Color
- Uses the same color for the associated layer as is used for the
Diffuse layer.
-
Color
- The color of the layer, if
Color Remap Channel is set to
None.
-
Color Remap Channel
- Allows you to select an existing channel defined on the Bifröst shape or mesh to drive the color of the layer. When this is set to a value other than
None, you can expand the associated
Color Remap group to define a color ramp based on the channel values.
-
Weight
- The scalar weight of the layer, if
Weight Remap Channel is set to
None. This controls the strength of the layer as well as the amount of light energy that reaches the next layer.
-
Weight Remap Channel
- Allows you to select an existing channel defined on the Bifröst shape or mesh to drive the weight of the layer. When this is set to a value other than
None, you can expand the associated
Weight Remap group to define a value ramp based on the channel values.
Diffuse
Controls the bottom-most, diffuse layer.
Note: At the default
Scatter
Weight value of 1.0, no light passes through to the
Diffuse layer.
Scatter
Controls the amount and color of light that gets scattered, between the
Diffuse and
Transparency layers.
Reflection
reflected specularly by the top-most layer.
Transparency
Controls the amount and color of light that passes through the material, between the
Scatter and
Reflection layers. It is not refracted.