Bifröst Foam Mask attributes

The Bifröst foamMaskProps attributes control the behavior of the foam mask objects that share this property.

Container Attributes

Enable
Enables evaluation of the entire container node.
Evaluation Type
Controls how the node is evaluated. Normally, this should not be changed.
Simulation
The node gets evaluated based on the previous frame.
Property
The node is used only to set values used by other nodes.
Mesh Property
The node is used to set values on polygon mesh objects, such as emitters, colliders, and other meshes used in a simulation.
Per Frame
The node is evaluated every frame, but does not depend on the previous frame. This mode can be used for animation or reading cache files.

Properties

Enable
Enables the mesh object to act as a foam mask.

Conversion

All foam masks in a simulation are converted to voxels, which are then used to determine whether a region is inside the corresponding volume or not. The Conversion options on each object's shape node control how that object gets voxelized.

For masking mesh, the width of each voxel is the product of the Master Voxel Size attribute in the Resolution group and the Voxel Scale attribute in the Collision group of the bifrostLiquidContainer node.

Mode
Controls how the object is voxelized:
  • Solid creates a solid volume including the mesh interior. The mesh should be both manifold and watertight.
  • Shell create a thin shell around the mesh surface. In this mode, Thickness should typically be 1.0 or more.
  • Solid (Robust) is an alternative to Solid that usually gives better results for volumes with fine detail, openings leading to cavities, or non-watertight surfaces. However, it does not handle fluids inside completely enclosed regions.

Coarsen Interior

Saves memory by performing additional coarsening of the voxels inside the volume when Mode is Solid (Robust), especially with self-intersecting meshes.

Offset Surface Distance

The distance in voxel widths used to close (dilate and then erode) the solid voxels when Mode is Solid (Robust). The internal minimum is 1.0 so only values greater than that have an effect. High values can create artifacts.

Thickness Units
Whether Thickness is in Voxels or World Space units. When set to Voxels, the effective thickness depends on the Master Voxel Size of the simulation.
Thickness
The amount to thicken the mesh. For solid shapes that are already quite thick, you can use 0.0 for a precise boundary or even negative values to shrink along the surface normals. For thinner volumes and shells, you should use larger values to prevent holes.
Note that thickness will round off sharp corners.
Voxel Scale

Scaling factor for the Master Voxel Size used to initially voxelize meshes that share this property. See Control the voxel resolution of a Bifröst simulation.

Boundary Controls

Limits the effect of the associated mesh objects to their intersection with an implicit shape. See Limit the volume of a mesh's effect using boundary controls.

Enable Boundary
Activates the boundary controls.
Boundary Shape
Selects the shape of the boundary volume.
Invert
Restricts the effect of the mesh to the exterior instead of the interior of the boundary volume.