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!
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
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.
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.
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.
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)