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
.