The
bifrostShape node is a child of the
bifrost object. It represents the data generated by Bifröst. Use its attributes to control how the data gets rendered as well as how it displays in the viewports.
Render
Controls the appearance of the
bifrostShape object when rendering voxels with mental ray.
-
Render Quality
- Controls the relative size of each raymarching step.
-
Filter
- Controls the amount of surface smoothing when rendering the voxel's isosurface. A value of 0.0 means no smoothing. Values higher than 2.0 can create smoothing artifacts.
Display
Controls how the shape is displayed in
Viewport 2.0.
- Display Bounding Box
- Displays the shape's bounding box.
-
Particles
- Displays the shape's particles. Use the
Particle Display attributes to further control how the particles are displayed. Note that particles might not be visible if voxels are also being displayed.
- Voxels
- Displays the isosurface of the shape's voxels. Make sure that the viewport is set to one of the shaded modes. Use the
Voxel Display attributes to further control the display.
- Voxel Type
-
Controls how voxels are rendered in the viewport.
- Volumetric renders the accumulation of the smoke channel through the volume with a transparency gradient. Use this for aero simulations.
- Levelset renders the surface of the fluid opaquely. Use this for liquid simulations.
Particle Display
Controls the display when
Particles is checked in the
Display attributes.
-
Type
- Displays particles as
Point sprites or
Sphere instances.
-
Max Particle Display Count
- Allows you to display fewer particles in the viewport than are actually simulated, to speed up drawing and free up graphics memory while still displaying a useful preview of the overall particle flow.
Note that for very low values, the number of particles displayed may exceed the value of
Max Particle Display Count because the particles get distributed as evenly as possible across the liquid voxels.
In addition, particles are drawn in batches, so it's possible to display more particles than can fit in graphics memory at one time. However, drawing and interactivity will be slower.
Note: If this value is small compared to the total number of particles, you may notice artifacts in the viewport, such as repetitive particle distribution. However, rendering is not affected.
-
Point Size
- The size of
Point sprites in pixels.
-
Sphere Radius
- The radius of
Sphere instances in scene units.
- Render Particle Size (foam shape only)
-
Controls the size of rendered foam particles.
- Min Level,
Max Level
- Restricts the display to particles stored in voxels between the specified tile depths. This can be useful for spatially adaptive simulations. In non-adaptive simulations, particles are always stored at level 7.
-
Color
- Displays the selected
Color Channel as a color ramp. This can be useful for previewing or diagnosing your simulation. Use the
Color Channel Remap attributes to control how the color appears.
Color Channel Remap
- Color Channel Min,
Color Channel Max
- Use these attributes to choose the range of values to map to colors. Values outside this range get clipped to the corresponding end of the color ramp.
- Color Ramp
- Use the color ramp to define a gradient from
Color Channel Min to
Color Channel Max. Vector attributes use the magnitude to drive the color ramp.
- Value Ramp
- Use the value ramp to modify the color channel values before applying the color ramp. This provides finer control over the display, for example, you can clamp and bias values to focus on a specific range.
-
Opacity
-
Uses the selected
Opacity Channel to control opacity in the viewport. Use the
Opacity Channel Remap attributes to control how the color appears. They work in the same way as the
Color Channel Remap attributes.
- Numeric
- Displays the numeric values of the selected
Numeric Channel in the viewport.
Tip: Reduce
Max Particle Display Count to get a readable sampling of the displayed values.
- Vector
- Displays the selected
Vector Channel as vectors in the viewport.
Voxel Display
Controls the display when
Voxel is checked in the
Display attributes.
- Filter
-
Controls the interpolation used to render voxels in the viewport.
Tricubic gives smoother results than
Trilinear, especially for aero simulations.
-
Quality
- Controls the relative number of samples for drawing voxels in the viewport.
-
Diagnostic Color
- Toggles the display of channel colors for diagnostic purposes.
- When this option is on, you can select a
Color Channel and use the
Color Channel Remap options to adjust the color ramp. They work in the same way as the
Color Channel Remap attributes for particle display.
- When this option is off, the viewports show a preview of the fluid's surface level-set with lighting.
Clipping
Clip Input Mesh lets you preview a slice of the
bifrostShape using a mesh object as the clipping boundaries. This is useful for visualizing what is happening in the interior of the simulation for diagnostic or other purposes.
Tile View
Displays the range of voxel resolutions in your simulation as a color-mapped tile tree. This is useful for visualizing what is happening in the interior regions of the simulation for diagnostic purposes, especially when
Adaptivity is on.
See
Preview Bifröst vowel resolutions using Tile View.
Display
-
Enable
- Toggles the tile tree display on and off.
- Min Level,
Max Level
- Use these controls to set the range of resolution levels you want displayed. There are eight display levels starting from very coarse (level 0) to fine (level 7). These levels correspond to the range of voxel resolutions in your simulation.
- Focus Level
- Lets you focus the display on a specific level between the set
Min Level and Max Level range.
- Focus Falloff
- Sets the width of the focus by controlling the transparency between each level displayed. Increasing this value makes it easier to see all display levels superimposed. A value of 0 displays only the level set by
Focus Level. A value of 1.0 displays all of the tiles that are defined by
Min Level and
Max Level.
Clipping
- Clip Input Mesh
-
Lets you use a polygon mesh to set clipping boundaries of the preview. This lets you isolate a slice of simulation for investigation.
Color
Use the color ramp to set the start and end colors for the visible tile levels. Color is driven by voxel resolution. The ramp's left most marker sets color for Min Level and right most marker sets color for Max Level.
Bifrost Meshing
-
Enable
- Generates a polygon mesh for the bifrostMesh object.
-
Droplet Reveal Factor
- Creates and preserves detail around splashes when generating and smoothing the mesh. Lower values result in smoother meshes, while higher values give more small, high-frequency detail.
-
Surface Radius
- The radius of each particle blob used to create the surface, in multiples of the
Master Voxel Size.
-
Droplet Radius
- The radius of each droplet, relative to the
Master Voxel Size.
-
Kernel Factor
- Controls the width of the surface smoothing kernel. Smaller values give sharper features and higher curvature in the resulting mesh. Larger values result in smoother features.
-
Smoothing
- The number of smoothing steps performed on the mesh.
-
Resolution Factor
- A scaling factor for adjusting the particle resolution before the mesh is generated. Higher values create more high-frequency detail, but take longer to calculate.
- Hole Kill Threshold
-
Increase this value to eliminate meshed holes in the interior of the fluid. Such holes can occur especially when using high
Resolution Factor values with spatially adaptive simulations.
-
Flip Face Normals
- Reverses the order of the vertex indices in the triangles of the final mesh so that normals are flipped.
Clipping
Clip Input Mesh lets you preview a slice of the Bifröst output mesh using a polygon object as the clipping boundaries. This is useful for visualizing what is happening in the interior of the simulation for diagnostic or other purposes.
Channel Transfer
-
Velocity Scale
- A set of XYZ scaling factors used when transferring the velocity channel from the voxels to the vertex color map on the mesh.