Go to the Splash/Mist rollout and select Enable Splash/Mist. When prompted with a message asking if you'd like a new Particle Shader generated, choose Yes. Keep the settings at their default values. The concept of splashes in Phoenix is a bit more complicated than it is with foam. Simply put, splashes are generated when the surface of the liquid deforms. For more information, check FLIP Particles Life Cycle. The lower the Birth Threshold parameter is, the more places on the liquid surface will produce splashes. Splash particles are generated FROM the liquid - meaning that by default the liquid disappears and splash particles are created in its place. Then, when the splash particle returns back to the main body of water, it's converted back into liquid (controlled by the Affect Liquid parameter). The Splash Amount determines how many splash particles are equal to a single liquid particle in volume. This value also affects the particle size - larger values decrease the size of splash particles. Splash particles can also generate Foam when they hit the liquid surface. The Foam on Hit parameter controls this behavior. Lastly, Splash particles can split into Mist particles while in mid air. During its motion, a splash particle constantly breaks down into smaller splash particles, ultimately converting to mist particles, decreasing the volume of the splash. The Split to Mist parameter controls how fast the splash particles are converted into mist. |