Bifrost

Bifrsot liquid pour


Preference → Setting → Cached Playback can be off (coz Bifrost has no effect on it);
Time Slider: Playback Speed: choose Play every frame when in caching, then can change to other fps for export
Create a cylinder as a liquid place inside the bottle → rename the layer as Emitter
select Emitter → Bifrost Fluid → Liquid (new layers formed in Outliner)
select bifrsot liquid1 layer (scale it to fit the container first) and the bottle (big container) → Bifrsot Liquid → Collider
→ rename bifrostcolliderprops1 newly formed as bifrostcollider_bottle
Repeat the step to add collider on the glass (small container) and birfrost liquid1
In Bifrost Fluid → Bifrost Option → Edit → Reset (create a simple bottle pour to glass animation first)

Select bifrostliquid layer in attribute layer → liquidshape → Point size: increase to 4 (increase liquid particle size)
→ bifrostliquidPropertiesContainer1 → Resolution, Master Voxel Size: reduce to 0.3 (make the liquid denser)
Keep select the liquid layer, Bifrost Fluid → Killplane (to let the particle spit out on the plane been eliminated) → set its position /Translate Y as -0.5 (slight below the ground)
Go to liquid layer attribute again, bifrostliquidContainer1 → Collision → Voxel Scale: reduce to 0.75 (for finer voxels for collision)

Adjust accurate scale to let Bifrost recognize (12:00):

1.Gravity; 2. Liquid Denisity; 3. Surface Tension
go to 1st frame:
for 1, Choose BifrostLiquidProperities layer in attribute → Gravity Magnitude: boost to 600;
for 2, Choose BifrostEmitter Props layer→ emitterProps1 → Emission → Density: reduce to 0.001
for 3, choose BifrostLiquidProperities again → Surface Tension → tick enable
Further adjustment (suitable for small scale scene like this) : still in same attribute above,
Erosion → Factor and Factor Near Solid: both to 0;
Spatial → untick Enable;
Transport → Step Adaptivity: boost to 0.9; min transport step: 10;
Time Stepping → Time step adaptivity: 0.5; Max time steps: 5;
Viscosity → scale: boost to 0.275

18:02
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