To display the Bifrost Compute and Cache Options window, choose .
The user cache stores the computed Bifröst simulation as files on disk per frame. The Bifröst simulation reads the cache files each frame, instead of recomputing the simulation. Cache files are created for each cacheable Bifröst object, which includes liquid, aero, foam, and solids (collision objects), as well as optionally for the output mesh.
The user cache is intended for the final, approved simulation, unlike the temporary scratch cache which is meant for scrubbing and playback on the fly. For more information about generating a user cache for a Bifröst simulation, see Work with Bifröst user caches.
The directory containing cache files associated with the main container node. For example, this directory can include cache files from liquid, foam, solid, and guided simulation objects. The cache files for each object are stored in sub-directories organized by their object type, such as "voxel_liquid" for liquids. By default, the full path is cache/bifrost/<scene name>/<container name>/<object type>.
The file names consist of the Bifröst object type appended by "-volume" for voxel caches, "-particle" or "-flipParticle" for particle caches, and the frame number.
By default, the full path to user cache files, including Cache directory and Cache name, is: cache/bifrost/<scene name>/<container name>/<object type>. You can change the cache name or directory if you want to create multiple caches with different settings to compare them.
Use this mode when appending to a user cache or when you user cache a foam simulation so that Bifröst only reads the existing user-cache of the liquid.