bifrostFoamMaterial

bifrostFoamMaterial is a mental ray material that gets applied automatically to the foam object when you add foam to a Bifröst liquid simulation. It is based on the mental ray MILA shaders. In addition, you can use any of the available Bifröst channels to remap the various light contributions such as the diffuse, reflection, and transparency components. See Render a Bifröst simulation.

Common Attributes

The Diffuse, Scatter, Reflection, and Transparency attribute blocks contain many parameters in common. They all work in the same way, but affect different layers.

Use Diffuse Color
Uses the same color for the associated layer as is used for the Diffuse layer.
Color
The color of the layer, if Color Remap Channel is set to None.
Color Remap Channel
Allows you to select an existing channel defined on the Bifröst shape or mesh to drive the color of the layer. When this is set to a value other than None, you can expand the associated Color Remap group to define a color ramp based on the channel values.
Weight
The scalar weight of the layer, if Weight Remap Channel is set to None. This controls the strength of the layer as well as the amount of light energy that reaches the next layer.
Weight Remap Channel
Allows you to select an existing channel defined on the Bifröst shape or mesh to drive the weight of the layer. When this is set to a value other than None, you can expand the associated Weight Remap group to define a value ramp based on the channel values.

Diffuse

Controls the bottom-most, diffuse layer.

Note: At the default Scatter Weight value of 1.0, no light passes through to the Diffuse layer.

Scatter

Controls the amount and color of light that gets scattered, between the Diffuse and Transparency layers.

Reflection

reflected specularly by the top-most layer.

Transparency

Controls the amount and color of light that passes through the material, between the Scatter and Reflection layers. It is not refracted.