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This scene demonstrates how to use the Phoenix Wave Force | WaveForce to create simulated waves on a shore. The simulated waves create Splash particles which in turn create Foam particles by using the Foam On Hit parameter of the Splash particles. Other important settings for the setup are the Droplets Surfing option which is enabled so that waves would slide upon the water surface instead of directly mixing with the water volume, and also the Foam Patterns which help create a more diverse surface of the foam left behind by the waves. The Foam Rising Speed is tuned to 35 cm/sec so the Foam remains underwater for a short while and can be tinted using the water material's fog color.

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The liquid also creates WetMap particles over the shore geometry which are used to mask wet and dry materials using the Particle Texture | PhoenixFDParticleTex. Mesh Smoothing is enabled in order to remove noise from the liquid mesh's surface, and the Mesh Smoothing Particle Size is increased so the mesh doesn't shrink and reveal air pockets between the liquid and the bottom which will become visible in the rendering. The preview of voxels and the Liquid and WetMap particles is switched off in order to speed up simulation and only the preview of Foam and Splash particles remains enabled. You may re-enable the preview if you want to observe the simulation process, or alternatively, you can speed up the simulation even more by setting Read Cache for Preview to Disable During Sim from the Preview rollout.

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This example is a sea simulation involving foam and splash. Only the zone around the ship is simulated. The rest of the ocean is simply a surface with waves. Usually, such simulations require a large container that covers the entire route of the ship. With Phoenix FD this is no longer needed. The container covers only the ship and is connected to it, and the Inertial forces option makes the movement of the water the same as if the ship is moving in a very large static container. For more information how this technique works, see the Tips and Tricks section.

The foam is born indirectly by the splash. For large scale scenes, this method is better than direct foam birth because it can't produce bunches of foam. The Outside life is set to 20 sec. to allow the foam to leave the container and to form the wake. The rendering of the ocean surface uses the Ocean render mode, and displacement with Ocean Texture | PhoenixFDOceanTex.

 

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This setup uses several PFlow particle systems that are connected to separate Phoenix Sources, each one emitting different RGB color. As the explosion unfolds, the colors are mixed in order to produce a more realistic look, as actual explosions usually involve different materials which have different colors as well. A Plain Force | PlainForce helper is used to produce wind which directs the smoke produced by the initial blast sideways.

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