Work with Bifröst emitters
Emitters are the sources of fluid in Bifröst simulations.
Unlike in purely particle-based fluids, there is no "emission rate" for particles.
Instead, particles flow out of emitters based on the velocity voxel field. This is
determined by various factors, including gravity, pressure, temperature, and other
influences. The main role of the particles is to keep track of where the fluid is,
rather than to drive the flow themselves.
Particles automatically inherit velocity from their emitter.
Add emitters to an existing Bifröst simulation
- Select one or more polygon meshes to act as emitters (instances are not supported),
as well as either one of the following:
- The main container (e.g.
or
) to add all selected meshes to a new shared emitter property. Alternatively, you
can select the shape (e.g.
or
).
- An existing emitter property to share its attribute values with the selected meshes.
- Select
.
If no particles appear in the viewport, there are a few things to check:
- Make sure that the fluid is not hidden by the emitter itself. For example, you can
switch to
display, or make the emitter into a template (unselectable), or simply hide the emitter.
- Make sure that
is set to
in the viewport's menu bar.
- Make sure that the current frame is the start of the simulation (by default, frame
1).
- Reduce
on the container node in the case that the emitter objects are too small to contain
any voxels.
Remove emitters
- Select the following:
- One or more existing emitters.
- Either the container (e.g.
or
) or the shape object (e.g.
or
).
- Select
.
When you remove the last mesh that uses a particular property, the property node is
removed as well.
Edit emitters
To modify the properties of a specific emitter as well as the fluid emitted from it,
edit the attributes of the corresponding emitter property. The
tab appears in the
when you select the emitter mesh. Alternatively, you can select the property directly
in the
.
In addition, you can paint certain emission attributes. See
Paint Bifröst attributes.
is the most important attribute for determining the behavior of an emitter.
- If you want to fill a static pool, emit a single drop, or create a single puff of
smoke, turn off
. Particles get emitted only on the first frame of the simulation.
- If you are using an emitter as the source for something like a flowing river or a
belching smokestack, leave
on. The emitter's voxels automatically get refilled with particles as they empty
due to gravity or other influences.
- If you want a jet, like liquid from the nozzle of a hose, leave
on, and in addition use a motion field to push particles out in a particular direction.
You can animate
or
to turn emitters on and off.
Unlike other meshes like colliders, there is no extra control over the global voxel
scale for emitters. Both the emitters and the fluid itself use the
set on the main simulation properties.