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With the liquid simulator selected, go to the Splash/Mist rollout.

Enable the Splash/Mist option. When asked if you'd like a Phoenix Particle Shader generated for the Splash particles, select Yes. This automatically sets up the link between the Splash particles group, the Particle Shader, and the Liquid Simulator.

Rename the new particle shader to ParticleShader-Splash. 

Run the simulation again.

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With the simulator selected, in the Preview rollout, enable Particle Preview.

To easily spot which particles are which, let's change the color swatches for the different particle types.

Disable the Liquid particle preview. Set the Splash, Mist, and Foam to Blue (RGB: 0, 0, 255), Red (RGB: 255, 0, 0), and Green (RGB: 0, 255, 0) color respectively.

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The exact RGB color for the particle preview is not important - it's used only for the preview and not for the rendering. Choosing other colors as long as they are distinguishable is optional.

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Now we start to see splash particles in the simulation. But too much liquid gets converted to splash/mist. We'd like both the Mist particles need to be less, and the Liquid particles to remain more numerous. See the FLIP Particles Life Cycle for more information on how liquid converts into splash and mist particles.

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Splashes are the key visual component in a waterfall. We can have less Mist particles since they will be more transparent in our final render and we can increase their size to compensate for having less mist particles.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/jee3eASmxXc?autoplay=1&playlist=jee3eASmxXc&loop=1" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay=1; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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With the simulator selected, go to the Dynamics rollout. Enable the Simulate Air Effects option.

Run the simulation again.

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Simulate Air Effects is an option that turns on the built-in air simulator for the areas in the simulation grid which are not full of liquid. The air velocity is affected by the liquid movement, by Sources, or by fast-moving obstacles inside the Simulator. In turn, the air velocity affects and carries splash, mist and foam particles. The air simulation can dramatically increase the quality of splash and mist effects.

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Here is a preview animation of the simulation up to this step. With the Air Effects enabled, now the dynamics of falling splashes and mists look more convincing.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/e4IBwsbd8O8?autoplay=1&playlist=e4IBwsbd8O8&loop=1" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay=1; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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To further enhance the heavy look of splash/mist falling, let's increase their Air Drag. With the simulator selected, in the Splash/Mist rollout - Properties set the Splash Air Drag to 2.0 and Mist Air Drag to 3.0.

With those new settings, run the simulation again.

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Here is a preview animation of the simulation up to this step.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/rme7HUV-v9k?autoplay=1&playlist=rme7HUV-v9k&loop=1" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay=1; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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To make the distribution of the Splash more distinct, let's increase the Threshold of the Splash/Mist to 20.0. To compensate the decreased number of splashes, increase the Splash Amount to 20.0.

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A higher Threshold for the Splash helps forming a pattern in the splash particles, while avoiding smear of the particles.

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Here is a preview animation of the simulation up to this step. Now the distribution of the splashes looks good.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/GMmfZggX0uk?autoplay=1&playlist=GMmfZggX0uk&loop=1" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay=1; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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With the simulator selected, go to the Splash/Mist rollout. Increase the By Free Fly to 0.4.

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By Free Fly controls how likely a free falling or flying liquid particle turns into splash. The main usage of values above 0.0 is in waterfall simulations.

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Here is a preview animation of the simulation up to this step. We have more splashes generated when the liquid is in free fall.

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<iframe width="720" height="405" src="https://www.youtube.com/embed/yKbAS3TNPwE?autoplay=1&playlist=yKbAS3TNPwE&loop=1" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay=1; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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Select the Foam rollout of the Phoenix Liquid Simulator and enable it. A pop out window prompts us to create a Particle Shader for the foam, so select Yes.

Rename the new Particle Shader to ParticleShader-Foam.

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With the simulator selected, go to the Foam rollout. Set the Half Life to 3.0. Decrease the Size to 0.075 m.

In the Foam on Hit section of the Splash/Mist rollout, set the Foam on Hit Amount to 1.0. Set Min. Age to 0.1.

Run the simulation again.

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We decrease Foam's Half Life to 3.0 seconds so it has a shorter life and doesn't stay there for too long, while it is constantly generated through the help of the Foam on Hit option. You can change it to another value to your preference.

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The Foam on Hit in the Splash/Mist rollout is the main contribution of Foam generation in this step, while the Foam Amount in the Foam rollout does not significantly affect the foam birth in this particular setup.

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Min. Age is the Minimum age for foam production. Only splash particles with a particle age above this limit produce foam when they hit the liquid surface.

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The Foam Size of 0.075 meters (7.5 centimeters) is carefully chosen so that in such camera distance we have a visible foam but we avoid a look that is too grainy. You can also adjust the apparent foam size in the Particle Shader by tweaking its Size Multiplier.

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With the Simulator selected, go to the Foam rollout. In the Patterns section, set the Formation Speed to 1.5 and Radius to 1.6m.

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Formation Speed controls the rate of formation of foam patterns. In nature, these are caused by liquid flows rising to the surface and pushing the foam aside. For more information, check out the Formation Speed example.

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Radius is the average foam radius in scene units of a single circular pattern core.

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The value of 1.6 meters is chosen to look good in the scale of this particular setup - remember that the waterfall is 100 meters tall, so a smaller foam radius would make foam patterns hard to distinguish.

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Here is a preview animation of the simulation up to this step.

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The foam pattern formation is subtle from this camera view. You can set up another close-up camera to see it from the top.


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<iframe width="720" height="405" src="https://www.youtube.com/embed/28eDb2hHQjE?autoplay=1&playlist=28eDb2hHQjE&loop=1" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay=1; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

Create a Pool

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Go to Create Panel Geometry Standard PrimitivesBox . Create a box in the scene. Rename the box to Box_Pool.

Set its Length, Width and Height to 103.0 m, and 294.0m and 6.3m respectively. Segs from all sides to 1.

The exact position of Box_Pool is XYZ: [0.77, -74.7, 8.24 ].

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The box is just big enough to cover the bottom of the waterfall and to be used for forming a pool there by creating liquid particles right from the start of the simulation, so we don't have to wait for the liquid to fill up during regular simulation.

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Tuning the Plain Force with a Particle Tuner

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Go to Create Panel →GeometryStandard Primitives → Box. Create a box in the scene. Rename the box to Box_ParticleTuner.

Set its LengthWidth and Height to 87.0 m296.0m and 95.0m respectively. Segs for all axes can be set to 1.

The exact position of Box_ParticleTuner is XYZ: [0.0, -82.5, 23.0].

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This box is used for defining the region where Plain Force takes effect. We leave a gap for the pool, so that the Plain Force won't push the pool water toward the cliff.

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To create a Phoenix Turbulence, go to the Create Panel Helpers→ PhoenixFD and click on PHXTurbulence.

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  • Set its position to: XYZ[ 340.0, 80.0, -243.0]
  • Set its Strength to 25.0
  • Set its Size to 40.0m
  • In the Affect list, delete other particles, leave only the Mist

Run the simulation again.

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We only put Mist in the Affect list because we want to disturb solely the Mist particles. You can add other particles in the list if you prefer.

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