Open the Foam rollout and select the Enable checkbox. Choose Yes when asked if you'd like a Phoenix Particle Shader generated for the foam particles. This will automatically set up the link between the foam particle group, the Shader, and the Simulator. Set the Foam Amount to 0. This will disable the algorithm responsible for directly generating foam from the liquid surface. In this example, we generate the Foam from the Splash particles using the Foam on Hit parameter in the Splash/Mist rollout. Set the Half Life parameter to 1.5. This option sets the time required for the particles to reduce to half of their initial count, in seconds. Affects only the foam bubbles above the liquid surface. Increase the Max Outside Age parameter to 3. As mentioned earlier, the foam can live outside the bounds of the Phoenix Simulator - setting this parameter to 3 (seconds) ensures that the foam lives long enough to accumulate in the ship's path. The Size parameter controls the size of the foam bubbles. Even though a real-life foam bubble is obviously not 5cm wide, here we can afford to use larger and fewer foam particles (because this is a distant shot) in order to optimize the sim. Foam Size works in conjunction with the B2B Interaction (B2B stands for Bubble to Bubble). For instance, a large bubble size coupled with high B2B Interaction will cause the particles to start colliding and pushing each-other - this can be very useful for simulating beer or bathtub foam. Set the Size Variation Small / Large to 0 and 5 respectively, and the Distribution to 300. Those 3 parameters work with the Foam Size - with these settings, the largest bubbles will be no bigger than Size * 5, and the distribution will be such that there will be 300 times more average-sized bubbles than large bubbles. Reduce the B2B Interaction to 0. This can be an expensive effect that is really not necessary for this type of simulation. Set the Rising / Falling Speed to 0.5m and 5m respectively. Those parameters control the vertical speed of the foam particles. Set Surface Lock to 0.5. This allows you to control the behavior of the foam inside the liquid. If the Surface Lock is set to 1, the foam will be forced to float exactly at the liquid surface, regardless of any motion that may otherwise temporarily force it to sink into the water. Setting it to 0 disables this behavior and the values in-between act as a multiplier for the effect. Set the Patterns Strength to 0.5 and the Patterns Radius to 1.5m. Those 2 parameters control the Phoenix algorithm responsible for generating foam patterns over the liquid surface. Let the simulation run for a couple hundred frames. |