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This page provides information on the Foam rollout.

Overview

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The Foam rollout is where you can manage affects the simulation of Foam particles, and enables you to set the conditions for when Foam particles should be born automatically, as well as how the Foam should behave. The simulation of Foam particles can be useful for creating effects like waterfalls, rivers, ocean waves and so forth.

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Note that the Phoenix Simulator can simulate different types of particles, including Liquid Liquid particles, as well as Secondary Particles such as FoamSplashMist, and WetMap particles. These Secondary Particles exist so that you can achieve a variety of different liquid scenarios. In addition, Phoenix enables you to choose which particles to simulate, depending on your needs. 

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Note that unlike shading Liquid particles, in order to render Foam particles, you’ll need to use the Phoenix Particle Shader to shade them. The Particle Shader enables you to create various fine-tuned appearances for particles such as Foam, Splash and Mist, in order to achieve realistic looking effects.

For example, when rendering Foam particles, you can use the Particle Shader's Cellular mode to get a look that is very similar to real foam, which makes it possible to shade foam that is close-up to the camera, with convincing looking resultsand have the results look convincing.

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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Foam rollout

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