Learn about simulating liquid colliding with rigid geometry.
- [Instructor] The last component to nearly any…Bifrost fluid simulation is collisions.…And they're easy to add.…You simply select the collider object…and then the Bifrost liquid container node…or the liquid shape node.…I can easily select the collider object here in the viewport…and then I need to select either the liquid container node…or the shape node.…And I can do that from the Outliner.…Hold down Control and select bifrostLiquidContainer1,…go into the menus and choose Bifrost Fluids,…add Collider.…
And now we have a new node in the Outliner,…bifrostColliderProps1.…Let's rename that.…Double-click it and rename it bifrostColliderRoom.…Let's open up its shape node.…Select colliderProps1…and in its properties we need to change the Conversion Mode…from Solid to Shell.…And that's the correct type of Conversion Mode…for this type of object,…which is a polygon shell.…The room is not made out of walls of solid boxes.…
If we set the Thickness Units down here to Voxels…then the Thickness value here will need to be at least 1.…
AuthorAaron F. Ross
- Bifröst basics
- Analyzing the node structure
- Emitting from a polygon mesh
- Colliding with a polygon mesh
- Adding velocity, friction, and drag with motion fields
- Optimizing space and time accuracy
- Caching simulations
- Meshing and exporting liquids
- Render-time meshing in Arnold
- Applying channel data to Arnold shaders
- Generating foam from a liquid
- Rendering and shading foam in Arnold
Skill Level Advanced
1. Simulating a Liquid
2. Fine-Tuning a Liquid Simulation
3. Caching and Meshing
4. Shading a Liquid
5. Simulating Foam
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