When you create Bifröst simulations, special mental ray shaders are automatically applied as materials. These shaders allow you to use the channels that are defined on the Bifröst object to drive the weight and color of various shading components. For example, you can use the vorticity and velocity channels to drive the weight and color of the Surface Foam layer to simulate churning whitewater in a liquid simulation.
When using the Hypershade or Node Editor to create custom mental ray shading networks, you can use Bifröst channel shaders such bifrost_scalar_channel to return values from the Bifröst object and use them to drive the inputs of other shaders. For example, you can combine the vorticity and the length of the velocity to drive the transparency.
The bifrostLiquidMaterial and bifrostAeroMaterial shaders can be used either to render the voxels directly, or to render the generated mesh. To avoid rendering both, you should hide the shape when generating a mesh.
If you did not generate a mesh, then the isosurface of the Bifröst liquid is rendered instead.
If Use Vertex Colors is off, then the color remapping uses the velocity and vorticity channels sampled from the voxels.
For motion blur, you must set Motion Blur to Full in the Shutter group on the Quality tab of the mental ray Render Settings window. In addition, for liquid and aero simulations, you must render the mesh instead of rendering the voxels directly.
When rendering passes and layers with overrides, you should render the mesh instead of the voxels.