You can add an adaptive camera to control the amount of foam emitted into a liquid based on its distance from a camera. An adaptive camera lets you create high resolution foam simulations close to the camera where the detail is needed, while lowering the number of foam particles in other areas of the scene.
Add foam to your liquid and adjust foam emission before adding an adaptive camera to your simulation. For information about adding foam to a liquid and controlling foam emission, see
Add foam to a Bifröst liquid and
Control Bifröst foam emission.
Add an adaptive camera
- Create a new camera ().
You can also use an existing perspective camera.
- Select either the liquid or foam object.
- Select
.
In the
Camera group of the
bifrosFoamProperties node, the following occurs:
Remove an adaptive camera
To remove an adaptive camera, you can either:
- Delete it from the scene.
- Disconnect it from the main container's cameraShape input port in the
Node Editor.
Control an adaptive camera for foam emission
Use the attributes in the
Camera group of the
bifrosFoamProperties node to control how the adaptive camera modifies foam emission. See
Bifröst Foam properties attributes.
Note: When the camera position changes, the simulation at the start frame need to be recomputed. This may increase simulation time since Maya needs to recompute adaptivity and a full simulation step. To avoid this, you can temporary disable the liquid when positioning the camera at the start frame.
- To turn on the adaptive camera, set
Adaptivity to a positive non zero value.
This enables camera adaptivity and controls the particle emission rate drop-off based on the distance from the camera.
- Turn on
Clip To Camera Frustum.
- (Optional) To display an outline of the frustum area in the scene, in the
cameraShape node's
Frustum Display Controls, turn on
Display Frustum.
- (Optional) Adjust the adaptive camera's
Angle of View. By default, the adaptive camera uses the cameraShape node's
Angle of View.