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.