You can generate a mesh from the isosurface of a Bifröst simulation for more control over the surface. The channels like velocity and vorticity can be transferred to the mesh as color sets.
The mesh is a separate object that is automatically added to the scene when you create a Bifröst simulation, but it has no polygons until you activate meshing on the bifrostShape node. This is typically done as a last step before rendering or exporting.
Meshes are not cached, but are recomputed every frame.
This generates a mesh surface for the bifrostMesh object.
You can reduce the time needed to mesh a Bifröst simulation by specifying a Clipping mesh. For example, you can place a box around the portion of the fluid inside the camera's view to mesh only that region. The topology of the clipping mesh does not matter — only its world-aligned bounding box is considered. See Work with Bifrost Kill Volume and Clipping meshes.
You can export a bifrostMesh object as an Alembic file. See Create Alembic cache files.
Note that the velocity color set values are in units per second — if you use a custom shading network then you will probably need to convert the values to units per frame.
You can import a Bifröst mesh in the same way as any other Alembic file. See Import Alembic cache files.