I’m still learning and finally got my first PhoenixFD project “almost” done but can get the splashes and foam right
Please have a look at the screenshot, somehow the foam/splashes are looking more then bubbles, i already set the size to a very small parameter, but something isnt right
can you post a screenshot of your phoenix particle shaders (foam, splash, mist) ?
Also, I would rather generate foam on hit rather than direct foam. Waves produce Splash → Splash produces Foam and Mist
Ah yes, these are probably the Splash particles since your Foam Size is already way too low.
You can find out if you make the Particle Shader that renders the Splash not Renderable from it’s right click Properties.
Also, as waaazoo said, you can alter the size of the particles at render time from the Particle Shader options - there is a size multiplier there so you don’t have to simulate again as you change it. The alternative is to control the sizes of the Foam and Splash during simulation, but note that while the Foam has a Size option, the splash particles are supposed to represent droplets of water born from the simulation grid, so their size does not have a dedicated option - instead it is indirectly controlled by the Grid Cell Size, and by the Splash Amount - the logic is this: A grid cell creates the splashes, so it gives away the amount of liquid it holds to a newborn splash particle - if the grid cells are large, then the splashes born from them would be large as well, unless you dial in a very high number in the Splash Amount option - this means the number of newborn splash particles - the higher that number, the more droplets there are to divide the amount of liquid in the original splash voxel.
yes.
Also, you should try rendering the foam and eventually also splashes in point mode (with some forced motion blur). It renders much faster as bubbles/cellular, and with some motion blur (try 0.3 to 0.5) it looks quite good (especially with PHX5).
Give a tint to your splashes.
I found also that using “volume light cache” in the particle shader produces overbright particles.