The
Emission can be found in the bifrostLiquidProperties attributes.
Droplet
-
Threshold
- The threshold at which particles get converted to droplets. If the droplet "score" of a particle (based on the number of surrounding particles) exceeds this value, then the particle becomes a droplet. Droplets are simulated ballistically (using the basic equations of motion) and are not considered in the fluid dynamics computations. This can break up fluid-like structures that develop in the simulation, such as sheets and tendrils, to give a more spray-like effect.
Lower this threshold to create more droplets, and break up sheets and tendrils more quickly. To prevent the creation of any droplets at all, set the threshold to 1.0 or higher. See
Work with Bifröst droplets.
-
Mergeback Depth
- The depth (in voxel widths) within the liquid surface that a droplet must reach before it rejoins the main liquid body and takes part in the fluid dynamics computations. This can reduce problems like bumps and dimples in the liquid surface caused by particles rejoining the main body too soon.
Particle Distribution
Controls the number of particles per voxel at the surface and in the interior of liquids, as well as the depth of the surface layer. In general, more particles allow for more detail, at the expense of higher memory requirements and slower computations. Typically, fewer particles are needed in interior voxels than at the surface, because the surface is what gets rendered or meshed.
-
Surface Bandwidth
- The width of the liquid's surface in voxels. The
Surface Particle Density applies within this bandwidth, and the
Interior Particle Density
applies elsewhere.
-
Interior Particle Density
- The particle density throughout the inner volume of the liquid. The particle count per voxel is the cube of this value. For example, specifying 2 results in 8 particles per voxel (23 = 8). Do not use a value less than 1.0.
-
Surface Particle Density
- The particle density at the surface of the liquid. You can use this for a denser particle distribution with more detail at the liquid surface, without extra particles where detail is not needed in the interior. As for
Interior Particle Density, the particle count per voxel is the cube of this value. Do not use a value less than 1.0.
Tip: If you experience excess volume, especially in very splashy simulations, set both
Interior Particle Density
and
Surface Particle Density to 1.0.