The
Caching attributes can be found in the
Caching group of bifrostLiquidProperties, bifrostAeroProperties, and bifrostFoamProperties nodes.
- Enable
- Allows Bifröst to use the user cache files. Normally, this gets set automatically when you generate a user cache, but you can activate it manually if you want to load a cache into an empty simulation. See
Load a Bifröst user cache.
Note: When reading a
Liquid Cache
or
Aero Cache, do not turn off
Enable in the Solid Cache group. This causes Bifröst to re-simulate frames even though a cache exists.
- Aero/Liquid/Solid/Foam
Cache
- Let's you set caching options for each Bifrost cacheable object. The Bifrost Compute and Cache Options sets these attributes, but you can edit them. See
Compute and Cache Options.
-
Cache Control
- Sets the caching action that will be performed on the Bifröst object when
Enable is on.
0—Recomputes the simulation.
1—Reads cached frames. This is the default setting when cache files exist.
2—Creates user files for each frame. Existing cache files get overwritten.
3—Reads existing cached frames, while creating files for uncached frames based on the previously cached frames.
-
Compression Quality
- Set to 0 for the least amount of compression, 1 for more compression, or 2 for lossy compression.
-
Cache Directory
- The location of the user cache files. The default is the cache/bifrost/<scene name> subfolder of the current project folder.
-
(Object) Cache Name
- The directory containing the object's cache files. The default cache name is the name of the main
bifrostLiquidContainer or
bifrostAeroContainer node. Cache file names consist of the <Bifröst object> appended by -volume for voxelized objects and -particle or -flipParticles for particles.