Hi, I'm just working on this boat and getting not bad results so far. What I'm trying to achieve is on photo reference. My question is what would be the best way to create large amount of mist and foam without creating trillions of particles? Should I create some in sim and then play with settings in shader? I want to create animation and couple of still shots as well. Regards
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Motor boat mist and foam question
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Hello,
In the Phoenix Particle Shader there is an option called Count Multiplier - when the value is above 1, new particles are created and placed randomly among the original ones in a way that attempts to preserve the group's overall shape. The new particles are created at render time.
The other thing you can do is play with the size of your particles. In your scene there are 12 million mist particles - make sure to render them as well , you will need a separate Particle shader and you need to pick the Mist particles from the simulator (you can try rendering them as fog or in Point mode).Georgi Zhekov
Phoenix Product Manager
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thanks,georgi.zhekov here are my shaders settings. So I need to create additional particle shader and add "mist" to it, is this correct?2 Photos
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Hi marcin9216 do you have an updated image to show the effects of raising the count multiplier?
Thanks!
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Thanks George Barzinski, I already replaced this juice with champagne and wine! More shots to come very soon.
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Hi Guys, I'm working on this shot for animation at the moment and I've got couple questions. What would be the best way to control foam/mist fade out? I want to get something like on the ref image attached. I know how to control foam/mist outside the grid but this sim i all in a same grid. And the second question: On the reference image you can see some mud/sand floating just under surface and I guess its because the turbulence that jet ski created. Has anyone got a clue if that would be possible in Phoenix? maybe some grid with smoke underneath? I never used smoke so don't know if that is even viable, thanks!2 Photos
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