Here are some guidelines for adjusting a guided Bifröst simulation.
- If you are using a solid mesh guide and the the liquid collapses or falls through the colliders, make sure that the colliders are thick enough (at least 4 voxels).
- If the simulation does not hold its shape, you can try turning off
Compute Guide from High Res Liquid in the
global guide properties.
- If the simulation seems "overactive", for example, if there are explosive bursts, then there may be an issue with air pockets developing between the liquid and guides. One way to try to address this is to reduce
Interface Distance. However, this value should always be greater than or equal to 1.5 times the
Master Voxel Size to avoid noise at the surface.
- Another way to try to eliminate air pockets is to increase
Guide Overlap and
Liquid Overlap. However, increasing these values too much can also cause problems.
- You may need to use additional influences to tone down an overly energetic simulation. For example, this may be the case especially when using a polygon mesh as a guide, if the mesh's "waves" move in a way that's very different from real waves. For example, if the guiding mesh changes shape too quickly then it may impart extreme accelerations, which in turn cause the simulation to overshoot — in this case, try damping the motion by adding a static accelerator with 0
Magnitude in roughly the same shape as the guiding mesh, and then adjust
Inherit Velocity to control the amount of damping.