Learn about storing fluid simulation results on a disk.
- [Instructor] When we have the simulation the way…we want it, we're ready to create a user cache,…and that's what this chapter is all about:…Caching and meshing.…Before writing a user cache,…definitely double-check the Bifrost options…in the FX menu set.…Go to the Bifrost Fluids menu.…Near the bottom, open up the Bifrost Options.…We just need to make sure that…Background Processing is disabled…and Scratch Caching is also disabled.…
Likewise, if you're opening a scene…that already has a cache attached,…then these features need to be off…before you open that scene.…All right, so that's the way we want it to be.…Hit Apply and Close.…To create a disk cache,…select the liquid properties container…or its transform node.…I'll do that from the Outliner.…In the Bifrost Fluids menu once again, go to Compute…and Cache to Disk…options.…
First and most importantly,…at the top of the dialogue is the cache directory,…and that's where the files are going to be saved.…The first time we do this,…we don't know how much storage this is going to use up.…
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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