Before adding foam, you can visualize where in the liquid foam will emit by displaying churn and curvature as color channels. To do this, enable 
		Churn and 
		Curvature in the Optional Channels section of the bifrostLiquidProperties node attributes. Once enabled, these channels are selectable for display in the 
		Color Channel. Bifröst must re-simulate the liquid to generate data for the 
		Churn and 
		Curvature channels (see 
		Bifrost Optional Channels). 
	 
Tip:  To increase viewport interactivity and decrease simulation time, create a user cache of your liquid simulation before adding foam. See 
		
Work with Bifrost user caches. 
	 
 
Add Bifröst foam
 
		 
		- Select the bifrostLiquid object. 
		  
- Select 
			 . 
			 The following items get added to the scene: 
			  -  A foam shape node which represents and displays the results of the foam simulation as particles in the scene. It is a child of the main liquid container. 
				
- The main properties, called bifrostFoamProperties. This node contains the settings for controlling the emission and behavior of the foam particles. 
				
 
- Play the scene to preview the simulation. See 
			 Preview a Bifrost simulation. 
			 If a Bifröst killplane exists in the scene for the liquid, notice that it eliminates foam particles as well. If you have not yet added a killplane to your liquid, doing so will improve simulation time. See 
				Work with Bifröst killplanes. 
			  
- Use the attributes in the 
			  Emission group of the foam properties to control foam emission in the liquid. See 
			 Control Bifröst foam emission. 
		  
- When satisfied, you can create a user cache for the foam using the Foam Cache attributes in the bifrostFoamPropertiesContainer 
			 Attribute Editor. See 
			 Work with Bifrost user caches. 
		  
Remove Bifröst foam
 
		 
		- Select either the bifrostLiquid or foam object. 
		  
- Select 
			 .