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This page provides information on the Foam rollout.

Overview

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The foam simulation follows several simple rules: underwater bubbles rise up, bubbles in the air fall down, bubbles can stick to each other and can be resistant to external pressure.The foam may be born from the liquid, splash droplets, a Source, or a script. The foam disappears when it exits the grid (see the Max Outside Age parameter), or randomly (see the Half Life parameter). You can see the FLIP Particles Life Cycle for more information on how Foam particles are created or destroyed.Foam rollout is where you can manage Foam particles, and enables you to set the conditions for when Foam particles should be born automatically, as well as how the Foam should behave. The simulation of Foam particles can be useful for creating effects like waterfalls, rivers, ocean waves and so forth.

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Note that the Phoenix Liquid Simulator can simulate different types of particles, including Liquid particles, as well as Secondary Particles such as Foam, Splash, Mist, and WetMap particles. These Secondary Particles exist so that you can achieve a variety of different liquid scenarios. In addition, Phoenix enables you to choose which particles to simulate, depending on your needs. 

Foam particles adhere to several simple rules when simulating: underwater bubbles rise up, bubbles in the air fall down, bubbles can stick to each other, and bubbles can be resistant to external pressure. Regarding the generation of Foam particles, Foam can be born from Liquid particles, Splash droplets, a Source, or a script. Meanwhile, the Foam can disappear when it exits the grid (see the Max Outside Age parameter), or disappear randomly (see the Half Life parameter).

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Each particle type has its own life cycle, with rules for when and how they are born and die off. You can learn more about the life cycle of Foam particles, or how they are created or destroyed, by visiting the FLIP Particles Life Cycle docs page.

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Note that unlike shading Liquid particles, in order to render Foam particles, you’ll need to use the Phoenix Particle Shader to shade them. The Particle Shader enables you to create various fine-tuned appearances for particles such as Foam, Splash and Mist, in order to achieve realistic looking effects.

For example, when rendering Foam particles, you can use the Particle Shader's Cellular mode to get a look that is very similar to real foam, which makes it possible to shade foam that is close-up to the camera, with convincing looking results.

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UI Path: ||Select Liquid Simulator | LiquidSim object|| > Modify panel > Foam rollout

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Parameters

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Enable | foam – Enables the birth and simulation of Foam particles.

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