The
bifrostAeroContainer and
bifrostLiquidContainer nodes contain the global controls for the simulation.
Container Attributes
-
Enable
- Toggles the node evaluation on and off.
- Evaluation Type
- Controls how the node is evaluated. Normally, this should not be changed.
- Simulation
- The node gets evaluated based on the previous frame.
- Property
- The node is used only to set values used by other nodes.
- Mesh Property
- The node is used to set values on polygon mesh objects, such as emitters, colliders, accelerators, and other meshes used in a simulation.
- Per Frame
- The node is evaluated every frame, but does not depend on the previous frame. This mode can be used for animation or reading cache files.
Simulation Attributes
-
Scratch Cache
- Uses the temporary scratch cache to speed up playback and scrubbing. This cannot be deactivated if
Enable Background Processing is on in
Bifrost Options. See
Preview a Bifröst simulation.
- Start Frame
- Defines the first frame of the simulation.
Collision,
Acceleration,
FoamMask (liquid only)
-
Voxel Scale
- A multiplier for the
Master Voxel Size used for voxelizing all objects of the corresponding type. See
Control the voxel resolution of a Bifröst simulation.
- Values greater than 1.0 result in coarser voxels. You can use this to reduce memory requirements and speed up computations if you don't need accurate collisions or acceleration, while keeping the same resolution for the liquid itself.
- Values between 0.0 and 1.0 result in finer voxels. This can be useful when you need more accuracy for collisions or acceleration but don't want to increase the overall resolution, for example, if you have a narrow funnel or fine jet.
For example, if you need more accuracy around colliders, you can try decreasing
Collision
Voxel Scale to 0.5. On the other hand, if accuracy around colliders is not important, you can increase the value, say to 2.0, for faster computation and smaller memory footprint.