Add foam to a Bifrost liquid

Before adding foam, you can visualize where in the liquid foam will emit by displaying churn and curvature as color channels. To do this, enable Churn and Curvature in the Optional Channels section of the bifrostLiquidProperties node attributes. Once enabled, these channels are selectable for display in the Color Channel. Bifrost must re-simulate the liquid to generate data for the Churn and Curvature channels (see Bifrost Optional Channels).

Tip: To increase viewport interactivity and decrease simulation time, create a user cache of your liquid simulation before adding foam. See Work with Bifrost user caches.

Add Bifrost foam

  1. Select the bifrostLiquid object.
  2. Select Bifrost Fluids > (Add) Foam.

    The following items get added to the scene:

    • A foam shape node which represents and displays the results of the foam simulation as particles in the scene. It is a child of the main liquid container.
    • The main properties, called bifrostFoamProperties. This node contains the settings for controlling the emission and behavior of the foam particles.
  3. Play the scene to preview the simulation. See Preview a Bifrost simulation.

    If a Bifrost killplane exists in the scene for the liquid, notice that it eliminates foam particles as well. If you have not yet added a killplane to your liquid, doing so will improve simulation time. See Work with Bifrost killplanes.

  4. Use the attributes in the Emission group of the foam properties to control foam emission in the liquid. See Control Bifrost foam emission.
  5. When satisfied, you can create a user cache for the foam using the Foam Cache attributes in the bifrostFoamPropertiesContainer Attribute Editor. See Work with Bifrost user caches.

Remove Bifrost foam

  1. Select either the bifrostLiquid or foam object.
  2. Select Bifrost Fluids > Remove > Foam.

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