Hey guys,
I’m trying to make a foam simulation but it doesn’t behave correctly. The foam is too dense and I can’t reduce the trail size. I’ve looked in several tutorials on the internet and I couldn’t solve it. Can someone help me???
Hey,
It looks like that the Foam is generate from the Splash particles using the Foam on Hit parameter in the Splash/Mist rollout. You could try to decrease the Foam Amount value. You could find more information and an example video about this option here - Phoenix for 3ds Max
You can also try lowering the Dynamics rollout → Droplet Surfing value a bit. The Droplet Surfing option controls how long a particle separated from the main body of water will hover on the surface before it merges with the liquid. Increasing this parameter allows the Splash particles to slide along boat wake thus producing a wider trail of foam in the front of the ship. Here you could see an example video showing how Droplet Surfing works - Phoenix for 3ds Max
You could also set the Foam Volume to 0 - this option is not really necessary for this type of simulation. Setting the Foam Volume to 0 will speed up your simulation.
You could check our “Ship in the Ocean tutorial” where we set up a scene similar to yours - Phoenix for 3ds Max
As for the Particle Shader rendering. When rendering in Points mode, changing the Image Output resolution from the Render Settings or changing the camera distance will affect the appearance of the particles rendered as points. This is due to the fact that points are treated as pixel-sized. If you double the resolution, make sure to double the Point Alpha and Point Radius settings as well. Here you could find more information and example pictures - Phoenix for 3ds Max
Hope this helps!
Hey,
You can try speeding up the ship’s movement and moving it down a bit so it can interact more with the liquid.
You could also try to increase a bit the Motion Velocity Effect of the ship. Select the ship and right-click for the Quad Menu and select Phoenix Properties. The Motion Velocity Effect parameter will make the simulation act as if the speed of the ship is multiplied.
Hope this helps!
Hey,
Could it be that the Particle Shader → Points → Shadow Strength value is too high? Could you show us your Particle Shader settings?
You could find more information about the Particle Shader settings here - Phoenix for 3ds Max
Cheers!
Hey, could you elaborate more? Do you need to see more details and little waves in the flat ocean surface, or do you want to create more splashing liquid with smaller flying droplets?
So you need to increase the grid resolution from the Grid rollout.
Hello,
I just want to add a couple of things. Your boat hull needs to be a closed (watertight) object with no open edges and single faces. You can add a STL check modifier to inspect your mesh for errors. I can’t see very well, but on some of your screenshots looks like this might not be the case. You can add a shell modifier to make the hull thick, or completely close the top with some poly modeling. You can do that on a non renderable copy of the original hull object and use it for the interaction with the water. Leave the original object as it is and use it for rendering. Using simplified proxy object as colliders is an important step in every dynamic simulation. And for the dark (black) spots on the water, you can try adding an additional geometry for the ocean’s bottom, if you don’t have one already. Easiest way to do that is by placing a vray plane that is infinite. You can create one and move it a few meters down (below the water surface).
Hope that helps.
Cheers.