Bifröst AcceleratorProps attributes

The Bifröst acceleratorProps attributes control the acceleration properties of the mesh objects that share this property. They may be found in scenes created with older versions, but for more control over velocity you can use motion fields instead.

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, accelerators, 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
Toggles the effect of acceleration due to this object.

Conversion

All accelerators 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 control how the objects associated to each acceleratorProps node gets voxelized.

For accelerators, the base width of each voxel is the product of the Master Voxel Size attribute in the Resolution group of the liquid or aero properties node and the Voxel Scale attribute in the Acceleration group of the liquid or aero container 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.

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.

Acceleration

Geometry Influence

Influence
A multiplier for the total acceleration effect (Inherit Velocity, Direction Magnitude x Direction, and BoundaryLayer combined). Values greater than 1.0 exaggerate the effect, and values between 0.0 and 1.0 reduce it.
Inherit Velocity
Applies acceleration based on the animated translation of the accelerator object. The effect is cumulative, so the particles' velocity continues to increase while they are within the accelerator's influence.
Falloff Bandwidth
A thickness around the accelerator in world-space units. Acceleration is applied to particles within the accelerator at full strength. Within the bandwidth, acceleration is applied with a falloff that reaches 0 at the outer limit.
Direction Magnitude
The strength of acceleration along the Direction vector.
Direction
The world-space vector along which to apply acceleration.

Boundary Layer

Pulls liquid along with the accelerator by gradually matching the liquid's existing velocity to the velocity of the accelerator. If the accelerator is not moving, the effect is similar to a drag force.

Boundary Layer Strength
Controls how quickly the velocity of the liquid within the accelerator and boundary layer converges to the velocity of the accelerator.
Boundary Layer Bandwidth
The thickness around the accelerator (in world space units) of the boundary layer effect. Liquid within the accelerator receives the full effect, and liquid within the boundary layer is affected with a falloff.