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Parameters

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Ocean Texture | ocean  oceanTex – The waves used as a base for the foam texture. You can only specify a Phoenix Ocean Texture here - the foam mask is calculated using internal information from the Ocean Texture which makes it impossible to use the Foam Texture with any other maps.

Life Span (sec.) | life – The time in seconds it takes for the foam to disappear after the wave crest has subsided.

Birth Threshold | thr  – The relative wave height needed to produce foam. The higher the value, the less foam you will get.

Pattern Strength | ptrn – The foam texture has a built-in pattern generator and this parameter controls the appearance of the patterns. Higher values make the patterns more string-like while lower values make them look like holes in the foam. At a value of zero, all the patterns are disabled and you can use the texture as a mask for custom designed patterns - you can multiply the mask by a noise map or a more complex texture setup.

Pattern Length | ptrnszx  – The  size of the patterns along the wave crests.

Pattern Width | ptrnszy  –  The  size of the patterns behind the wave crests.

Underwater Foam | uwfoam – Controls the alpha value in the holes of the patterns. High alpha means better visibility of the underwater foam.

Foam Color | foamcolor – The color that will appear in the parts where the generated foam is above water.

Underwater Foam Tint | tint – The color that will appear in the pattern holes.

Use the original non displaced vertices |  useuvw – Intended to achieve better foam movement when used with a displaced Phoenix FD Ocean Mesh. Real foam is shifted by the water movement, so if we map the Foam Texture to the mesh directly using world coordinates, the foam will move unnaturally. To achieve the effect of foam locked to the moving liquid surface, we have to sample the texture using the non-displaced positions of the mesh vertices, and this is what this option does. This option would work only with a Phoenix Simulator with Phoenix Displacement, and won't be able to produce the same results when used for surfaces generated in any other way, e.g. by using Ocean Texture with V-Ray Displacement.

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