Deoending on your renderer, the bifrostFoamMaterial gets applied automatically to the foam object when you add foam to a Bifrost liquid simulation. You can use any of the available Bifrost channels to remap the various light contributions such as the diffuse, reflection, and transparency components.
Common Attributes
The Diffuse, Scatter, Reflection, and Transparency attribute blocks contain many parameters in common. They all work in the same way, but affect different layers.
- Use Diffuse Color
- Uses the same color for the associated layer as is used for the Diffuse layer.
- Color
- The color of the layer, if Color Remap Channel is set to None.
- Color Remap Channel
- Allows you to select an existing channel defined on the Bifrost shape or mesh to drive the color of the layer. When this is set to a value other than None, you can expand the associated Color Remap group to define a color ramp based on the channel values.
- Weight
- The scalar weight of the layer, if Weight Remap Channel is set to None. This controls the strength of the layer as well as the amount of light energy that reaches the next layer.
- Weight Remap Channel
- Allows you to select an existing channel defined on the Bifrost shape or mesh to drive the weight of the layer. When this is set to a value other than None, you can expand the associated Weight Remap group to define a value ramp based on the channel values.
Diffuse
Controls the bottom-most, diffuse layer.
Scatter
Controls the amount and color of light that gets scattered, between the Diffuse and Transparency layers.
Reflection
reflected specularly by the top-most layer.
Transparency
Controls the amount and color of light that passes through the material, between the Scatter and Reflection layers. It is not refracted.