Let's begin looking at Bifrost, Bifrost is a newer kind of dynamics in.
You can do basically a liquid and arrow, which is kind of smoke or clouds or whatever else.
And you want to make sure that you have this loaded under Windows Settings Preferences plugin manager.
And you can scroll down.
This is kind of towards the bottom.
Is this Bifrost Miah plug ins and you want to make sure all this is loaded.
That way you will have this option under the effects panel here in this lesson, we're going to create
a little bit of liquid.
So let's create a container and an emitter here, go over to poly modeling shelf and create a cube.
Now we have this.
We can see frame up on it.
We can see that we need to take into consideration the scale like we always do with any kind of dynamic
effects.
So with Bifrost, it's no different.
Bifrost, like all dynamics, thinks that one unit is one meter.
And so because this cube by default is one by one by one, it thinks this thing is a meter in size.
So if we're going to simulate, like water into a cup, for example, we need to scale this way down.
So let's just assume maybe a cup is like 10 centimeters.
So you can think of these scale as basically 100 meters.
So imagine two zeroes here.
So if we wanted to get down to 10 centimeters, we need to take a zero out of this.
So by taking a zero out, we can just move the decimal place.
So now we're down to 10 centimeters.
So now we can frame up on this and let's create a little cup here.
Grab this face and we will extrude it and offset that and then extrude it again by hitting G and then
just pull that down.
So now we have our kind of rudimentary cup.
We want to make another cube.
And this is going to be our ometer.
We're going to scale this down to point one and then just kind of hand to scale it from here so that
it is small enough to emit down into the cup that we have created.
So now that we have our Mitta in our container, we need to make the Bifrost fluid with the emitter
selected go to Bifrost fluids liquid.
So now you can see that we have all these new things in our outliner here, and to be honest, it's
not super well organized.
You create one by far from simulation.
You have, you know, all these different things.
So we'll go through each one of them.
But in general, there's only a couple of things you really need to look at to get started.
So when we have our attribute, Ed, open, we can see with the Bifrost liquid we can change the star
frame.
But for us and this lesson, we're going to turn frame one and we want to turn on scratch cash.
And what this does is it simulates the dynamics and the fluids and then it keeps it stored in memory.
So we don't have to simulate simulate it every time, unlike in cloth, for example, where we had to
cash it to disk instead of memory.
So scratch caches will cache it to memory.
And you'll see that when we hit play, this will start to turn green.
The next thing we need to deal with is the default kind of particle shape.
So let's go over to the emitter and we can basically see most every property, even though these are
divided here, we can kind of get to all of them from just going through these tabs.
So we actually get over to the emitter from here.
We want to turn on continuous emission because we just want to see this thing kind of pouring water
out from this emitter here.
And now that's likely to kind of switch the tabs up a little bit.
But we're still in the emitter tab here, even though we are selecting this.
So you can see where you can kind of get the both from different things.
There's a props here.
Or we could select the emitter itself and we still have the emitter tab here.
So the next thing we want to look at again is the kind of voxel size I want to go over to its properties.
We can also get to that with this little button here or this little object and outliner.
So, again, you can get to it from having the virus liquid and go to the properties, or you can just
like the properties as an object in the outliner.
So now we can see our gravity.
We don't need to change because again, we're scaling all of our objects down to accommodate for that
one meter scale.
So we don't need to change the gravity, but we do need to change the master voxel size.
So this is saying, you know, basically if we look at this container, this is the container of a voxel.
So when we reduce this down, you'll see that that cube change sides.
So let's go to something like zero point zero five, and we'll probably need to go even smaller because
when will hit play, you can see that nothing's happening really.
And also for playback, you want to make sure that you're playback speed here is play every frame and
you just get to that right click.
It's off screen, but you can go to playback speed and you can go to play every frame.
And so why is it not simulating anything?
Well, if you think about it, this master voxel size, which a voxel is just a three dimensional pixels,
you can basically think of it like this cube here has a ton of cubes in it.
Right.
And that each of those cubes is a voxel.
So, you know, pixels are an image of voxel is just a three dimensional pixel basically.
So if you think about why, why are we not seeing anything yet?
Well, it's because that voxel size is too big for our emitter.
Our emitter is smaller than our voxel size, so we need to reduce that down even more.
So let's reduce that down.
Now you can see that we've reduced it down.
We can actually see particles here.
So if we go over to liquid Chaib, we get the option to turn on voxels or particles or whatever else,
and we can just increase the particle size here so we can see them a little bit better.
So basically, now that we have this master voxel size set appropriately, it is smaller than our emitter
now.
So now it can actually emit particles.
So now we hit play, we will be able to see it is indeed emitting particles.
But let me just escape out of that because we haven't added this is a collider.
Snout's just going through that.
So the other thing we need to see the green I mentioned earlier, we need to have this thing selected
so now we can see the green and this means we can scrub this now and I'll take immediately take that
back because I clicked on frame one.
And so that's the catchy thing about the scratch cache is if you go back to frame one with a scratch
cache, it will start over.
So any time that I'm playing anything back, I will let me just try to escape this.
This is a this is another thing to be wary of, is trying to escape out of things.
Sometimes it's it won't let you.
So it's smart to bring this down, to limit it.
How far?
In simulators and then also to turn playback to one so it doesn't continuously loop back and start re
scratch caching over again.
So basically the steps are reduced down the range that you really want to see in test and then turn
this to from this is the default from looping and turn it to where you have this little one over here.
And so that way it won't go back to the beginning because again, if I was the click on frame one here,
it would get rid of this all the scratch cache.
So let's say I like this and I want to kind of scrub it.
I'm going to save myself the headache and and fear of getting back to frame one and just turn the timeline
to two so I can't ever get back to frame one.
So now when I scrub, I can actually scrub and see the simulation, whereas if I accidentally hit on
frame one, it's going to delete all that scratch cache.
So that's another thing to look out for.
There's a lot of these little gotcha things that, you know, it's important to kind of keep in mind.
So we want to add this container, a collider now that we have our monitor working.
So we want to have our Bifrost liquid selected and then the geometry and go up to Bifrost fluids and
add a collider.
Now, when we hit play, it should collide with this object and we get another problem.
You have these particles that are.
Going outside of the container and why is that one, how can we fix it?
So let's go into the Bifrost liquid, let's go over to the properties.
And this is another big one to remember.
We basically covered this one.
This is an important one.
And the next one is going to be this one.
This is the transport step adaptivity, which basically means how accurate is this thing going to be?
The higher we go with this number, the more accurate it's going to be, but also the more time intensive
it is going to take to simulate.
So if we just go to something like point five and let's redo the scratch cache, we can test to see.
Now, we do not have those particles that are going outside of the container.
I'm going to let that finish and go to that last frame that I had.
So now I'm not having to, like, frantically hit escape to get it to stop.
So now we can see that indeed the collider is working.
The particles aren't going outside the emitters.
Working gravity is accurate because we've scaled everything down properly.
So the last thing we want to do is create a mesh for this.
We have everything else working, but now we want to render this as a water or something like that.
So let's create a mesh.
We want to click Bifrost Liquid and have the liquid shape tab selected here and we can go down to Bifrost
meshing and this is pretty cool.
We can just click enable and voila, we have a mesh.
So when we hit render we can actually render this thing and now you know how to do Olympic caches.
So you could also actually create an Olympic cache from this, which is pretty amazing.
So that is how to use Bifrost and create a little liquid simulation.
And we can play this back as well with the geometry mesh working.
And in the next lesson, we're going to cover how to use Bifrost with creating smoke for our main animations
scene.
Thanks for watching and I'll see in the next lesson.