To display the Bifrost Compute and Cache Options window, choose .
The user cache stores the computed Bifrost simulation as files on disk per frame. The Bifrost simulation reads the cache files each frame, instead of recomputing the simulation. Cache files are created for each cacheable Bifrost object, which includes liquid, aero, foam, and solids (collision objects), as well as optionally for the output mesh.
The user cache is intended for the final, approved simulation, unlike the temporary scratch cache which is meant for scrubbing and playback on the fly. For more information about generating a user cache for a Bifrost simulation, see Work with Bifrost user caches.
The directory containing cache files associated with the main container node. For example, this directory can include cache files from liquid, foam, solid, and guided simulation objects. The cache files for each object are stored in sub-directories organized by their object type, such as "voxel_liquid" for liquids. By default, the full path is cache/bifrost/<scene name>/<container name>/<object type>.
The file names consist of the Bifrost object type appended by "-volume" for voxel caches, "-particle" or "-flipParticle" for particle caches, and the frame number.
By default, the full path to user cache files, including Cache directory and Cache name, is: cache/bifrost/<scene name>/<container name>/<object type>. You can change the cache name or directory if you want to create multiple caches with different settings to compare them.
Use this mode to continue generating a liquid cache that failed for any reason, or to append to an existing liquid cache. See Automatically restart caching from the last cached frame (Bifrost liquid only).
Use this mode when appending to a user cache, or when creating a user cache for a foam simulation based on an existing liquid cache that you do not want to recompute. See Append to an existing Bifrost user cache.