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In addition to saving on resources and rendering time, there is also another major advantage to controlling splash and mist separately from the liquid itself: different shaders can be used for shading the Splash, Mist, and Liquid particles. To render Splash and Mist particles, you’ll need to use the Phoenix Particle Shader. The Particle Shader offers multiple render modes, which enable you to create various fine-tuned appearances for particles such as Foam, Splash and Mist, to achieve realistic looking effects.

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Note that Splash and Mist can be simulated in two different ways: either as part of a liquid simulation, by enabling the Splash/Mist Rollout (which is a physical mode), or they can also be simulated as fully separate systems by using a Source to emit Splash or Mist particles (which is a non-physical mode).

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Expand – Opens a floating dialog that contains the selected rollout and automatically folds the command panel rollout.

? – Opens up the help documents for the Liquid Splash/Mist.

Enablesplashes – Enables the birth and simulation of Splash and Mist particles.

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Splash Birth

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Splash Amount | spbirth – Controls the amount of splash relative to the liquid. This value determines how many splash particles are equal to a single liquid particle in volume. This value also affects the particle size, where larger values decrease the size of splash particles. Note: This parameter is the nearest in functionality to the "birth rate" parameter in previous versions. For more information, see the Splash Amount example below. 

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Birth Volume | usespbconfgeom, spbconfgeom – When enabled, allows the splash to be born naturally by the simulation only inside a specified geometry object. The splash born inside the Birth Volume can travel outside the volume without a problem. The difference between this approach and spawning splash inside a volume manually from a Source object is that using a Birth Volume, the splash birth will follow the simulation criteria of the simulation and will look and behave more naturally.

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Volume Fade Dist | spbconfgeomfade – Controls how far the splash particles will spawn around the specified Birth Volume geometry object.

 


Mist Birth

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Splash to Mist | spsplit – Controls how fast the splash particles are converted into mist. This value determines the portion of the splash volume that is turned into mist after traveling one meter (3.3 feet). During its motion, a splash particle constantly produces mist particles, decreasing the volume of the splash. When the entire volume is exhausted, the splash particle disappears. This parameter controls how fast this happens. If the value is 0.0 the mist is not simulated at all, and if you restore a simulation containing mist, the mist will be deleted.

Mist Amount | spmistmult – Controls the amount of mist. This value determines how many mist particles are spawned by a single splash particle.

Birth Volume | usemistbconfgeom, mistbconfgeom  – When enabled, allows the mist to be born naturally by the simulation only inside a specified geometry object. The mist born inside the Birth Volume can travel outside the volume without a problem. The difference between this approach and spawning mist inside a volume manually from a Source object is that using a Birth Volume, the mist birth will follow the simulation criteria of the simulation and will look and behave more naturally.

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By default, the birth volume geometry is not automatically converted to a non-solid and it will behave as a rigid body in your simulation. In this case, you can still use the Volume Fade Dist to expand an area around the object where Foam/Splash births are possible. You can convert the geometry to a non-solid from its Chaos Phoenix Properties in order to allow liquid to exist inside it as well.

Also note that birth volumes will interact with the simulation even if they are hidden. If you wish, you can exclude the Birth Volume from the Scene Interaction rollout.

Volume Fade Dist | mistbconfgeomfade – Controls how far the mist particles will spawn around the specified Birth Volume geometry object.

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Foam on Hit

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Foam on Hit Amount | sp2foam – Controls how many foam bubbles are created when a single splash particle enters the liquid volume. This parameter works in terms of probability, so non-integer values can be used. For more information, see the Foam on Hit example below. 

Min. Age (sec) | spfohminage – Minimum age (in seconds) for foam production. Only splash particles with a particle age above this limit will produce foam when they hit the liquid surface.

Depth | fohdepth – When a splash particle hits the liquid surface and produces foam, this parameter specifies how far in front of the splash particle the new foam particles will be born. This parameter is used mostly to create underwater foam that will be colored by the fog color of the liquid.

 
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Dynamics

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Splash Split | splash_split_to_splash – Controls how quickly the flying splash particles split into smaller ones, creating a trail. If you set it to 0.0, the splash particles would not split at all.

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Splash Air Drag | airfr – The air friction of the splash droplet. A value of 1 represents the air friction of an average rain droplet.

Mist Air Drag mistdrag – The air friction of the mist. This value determines not only how fast the speed decreases, but also the influence of the wind. The larger this value, the larger the wind's influence.

Max Outside Age | timeout – If a particle exits the grid and its age (in seconds) exceeds this parameter, it will be killed instantly. This parameter affects both splash and mist. Note that this is not the time since the particle exited the grid, but the time since the particle was born.

Initial Vel. Mult. | spvmult – When the splash particles are born, they are initialized with the velocity of the nearest liquid multiplied by this value. This parameter greatly affects the general appearance of the splash. When it is below 1, the liquid droplets fly in front of the splash and produce a clearly visible track.

Initial Vel. Rand. | spvrand – Controls the randomness of the velocity direction when splash particles are born. This affects the birth of splashes both by liquid particles, and by splitting of splash particles into smaller splash particles. The velocity is randomized equally in all directions, not just in the direction of splash travel, or perpendicular to it.

Liquid-Like | spstick – Controls the ability of the splash particles to stick to each other, forming different strings and tentacles, so the splash behaves more like liquid and blends better with the behavior of the liquid mass. The higher this value, the larger the acceleration needed to break the connection. Note that larger values will increase the calculation time. For more information, see the Liquid-Like example below. 

Affect Liquid | affectlq – Controls the conversion of liquid to splash, and splash back into liquid. When this value is not zero, the splash birth causes some of the liquid to disappear, and then when the splash enters the liquid the splash particles are replaced by liquid. A value of 1 with splashes and mist enabled produces a physically accurate simulation where liquid, splash and mist are constantly converted into one another, and the sum of all three at any point during the simulation is the same as the original liquid. This option is good for waterfall simulations but not so much for ocean simulations where you want the ocean surface to be smooth, as it would create bumps in the liquid mesh where splashes fall into the liquid.

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 When a Splash particle is converted into a Liquid particle, it inherits the Default RGB and Default Viscosity values set under the Dynamics rollout.

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Example: Splash Amount

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 The following video provides an example of Splash Amount parameter to show the differences between values of 0.03.0, and 10.0.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/3Ogl1LTspFQ?version=3&loop=1&playlist=3Ogl1LTspFQ" frameborder="0" allowfullscreen></iframe>

Software used: Phoenix FD 4.30.01 Nightly (02 Oct 2020)

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titleDownload Example File
urlhttps://drive.google.com/uc?export=download&id=1MvQm43z_Ze9tMozjMT2SjP6V3UHjcPRq

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Example: By Free Fly

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The following video provides examples to show the differences of By Free Fly values of 00.6, and 1.0.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/tTpPcG3Ri24?version=3&loop=1&playlist=tTpPcG3Ri24" frameborder="0" allowfullscreen></iframe>

Software used: Phoenix FD 4.30.01 Nightly (02 Oct 2020)

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titleDownload Example File
urlhttps://drive.google.com/uc?export=download&id=14NE6OKV_cAdMD5QdJzQNW078BppZpnpw

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FoamOnHit
 

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Example: Foam on Hit

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The following video provides examples to show the differences of Foam on Hit values of 0.02, and 5.0.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/sXXKrbBbIhM?version=3&loop=1&playlist=sXXKrbBbIhM" frameborder="0" allowfullscreen></iframe>

Software used: Phoenix FD 4.30.01 Nightly (02 Oct 2020)

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titleDownload Example File
urlhttps://drive.google.com/uc?export=download&id=1UEtqcYiFOoi3ltloD6m5bgId1b0DNzJ8

 

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Example: Liquid-Like

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The following video provides examples to show the differences of Liquid-Like values of 02.0, and 100.0.

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For better visibility in the video, the animation play speed was slowed down after the simulation was completed by reducing the Input → Play Speed to 0.25.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/Hc5EKzfIHJY?version=3&loop=1&playlist=Hc5EKzfIHJY" frameborder="0" allowfullscreen></iframe>

Software used: Phoenix 5.10.00 Official Release

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titleDownload Example File
urlhttps://drive.google.com/uc?export=download&id=1TIZkLOZzsj-kUwlk0erK7gHlYe5Hsj8V

 

 


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Here is an example comparing Liquid-Like set to 0 and 3.

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Liquid-Like set to 0

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Liquid-Like set to 3

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Note about Splash Particles before Phoenix 3.0

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Here is an image that may help visualize this process - FLIP Particles Life Cycle.

 

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