Foam around object at sea

Hello,

My first post is maybe a very simple one, but I can’t figure it out!
I would to create some some foam around an object in sea. (see picture).
In all the tutorials the objects are moving which creates foam, but my object is standing still.
How do I create some foam which is created by waves? I am new to Phoenix so bear with me!

Thks
Leslie

Hello,

You will need to add a Wave Force to you scene that will drive your waves. You can see how this works in the video.

… or if you want to have just foam and no simulated waves, you could use a source and enable only particle emission.

Yup, add a general-purpose source (the one with the Fire icon), uncheck all channels and check only ‘particles’, and choose the pylon as the emitter. This should do the trick :slight_smile:

Ah, yes, in this case you’ll need a separate non-renderable geometry that will emit only near or below the liquid surface.

Svetlin, can you show me what you mean by using my test file? I am using Phoenix for just a couple of days, so I am very new to this plugin.

Sure, here you go:
- Added a second non-renderable, non-solid cylinder under the liquid surface.
- It emits foam now, not splash. Splash cannot exist underwater, so there is no point to use it for the foam around the pillars. Enabled Foam on the simulator, otherwise the source won’t emit any particles.
- Added some noise to the source discharge to make for a more irregular pattern, and increased the discharge a bit, but you can boost both more for a stronger asymmetry to something like 20 and 2 respectively.

Hope this helps :slight_smile:
test_waves.zip (152 KB)

I am thinking using VRayDistance under this situation. Wouldn’t be more controllable?

Ah, yes, this is an option as well. Maybe using a larger geometry around the pillar with distance tex measuring the distance from the pillar. Then plugging the large geometry as an emitter in a source in Brush mode?

Alternatively, the foam discharge can be mapped using a texmap/vertex color or a discharge modifier if one wants to emit more foam in certain directions.

Many thanks Svetlin! I will take a look at your file right away. @hammerbchen , I will also take a look at your approach!

Ok. Svetlin, your first example makes sense to me. Right now I am looking at Hammerbchen way to use the Distance texture. After looking at some tutorials about the Distance texture, I understand it’s way of working. But I can’t understand your explanation for implementing this for generating foam inside Phoenix. Please explain.

Please check the online docs on how Brush mode of the sources work and it will make more sense :slight_smile: If I can help with anything, please ping me.

Hi Svetlin, I can’t figure it out! I really would like to see the foam being generated using the VraydistanceTex. Can you please make an working example using my file?

There you go - the distance texture is looking at the distance to the cylinder and is plugged as a mask for the Particles.
test_waves_distance.zip (147 KB)

Thank you Georgi, I will check it out right away!