Simulate liquid colliding with mesh geometry.
- [Voiceover] Adding collisions in Bifrost is quite simple.…I've already got my collider object created…now simply select that.…Here it is, Collider Room and then also select…the Bifrost domain container.…Control click on bifrostliquid1…and in the Bifrost menu, choose Add Collider.…That'll take a moment to calculate.…Once that's finished, we will see a new collider node…down here in the bottom.…Go ahead and select that bifrostColliderProps1…and once again, we want to change the conversation mode…and this is not a solid object,…in fact it's got big holes in it.…
We're gonna set the mode to shell…and then we come to the thickness here.…Thickness is once again measured in voxels…but the thickness will behave differently…depending upon whether are using shell or solid mode.…When using shell mode, the best practice…is to have a thickness of at least one voxel.…It might work if you have a thickness…of less than one voxel or it might not,…your collisions might just not function at all.…
Play it safe, set our thickness to one voxel.…
AuthorAaron F. Ross
- Understanding Bifröst
- Analyzing the node structure
- Emitting from a polygon mesh
- Colliding with objects
- Pushing and damping fluid motion with accelerators
- Caching Bifröst simulations
- Meshing liquid and exporting to Alembic
- Shading with the Bifröst liquid material
- Designing mental ray materials
- Layering shaders with Bifröst channel data
- Adding mist with an Aero simulation
- Texturing an Aero material
Skill Level Advanced
1. Simulating a Liquid
2. Tuning and Storing a Simulation
3. Shading a Liquid
4. Using Bifröst Aero
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