Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

UI Text Box
typetip

UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Splash/Mist rollout

Parameters

...

Image RemovedImage Added

 

EnablesplEnbl – Enables the birth and simulation of Splash and Mist particles.

...

Birth Volume Fade Dist | splashBirthVolumeFade – Controls how far the splash particles will spawn around the specified Birth Volume geometry object, in world units.

 

Mist Birth

...

Image RemovedImage Added

 

Splash to MistsplSplitRate – Controls how fast the splash particles are converted into mist. This value determines the portion of the splash volume that is turned into mist after traveling one meter (3.3 feet). During its motion, a splash particle constantly produces mist particles, decreasing the volume of the splash. When the entire volume is exhausted, the splash particle disappears. This parameter controls how fast this happens. If the value is 0.0 the mist is not simulated at all, and if you restore a simulation containing mist, the mist will be deleted.

...

 

UI Text Box
typenote

By default, the birth volume geometry is not automatically converted to a non-solid and it will behave as a rigid body in your simulation. In this case, you can still use the Birth Volume Fade Dist to expand an area around the object where Foam/Splash births are possible. You can convert the geometry to a non-solid from its Phoenix FD Extra Attributes in order to allow liquid to exist inside it as well.

Also note that birth volumes will interact with the simulation even if they are hidden. If you wish, you can exclude the Birth Volume from the Scene Interaction rollout.

Birth Volume Fade Dist | mistBirthVolumeFade – Controls how far the mist particles will spawn around the specified Birth Volume geometry object, in world units.

 

Foam On Hit

Image Removed

...

Image Added

Foam on Hit AmountsplFoamOnHit – Controls how many foam bubbles are created when a single splash particle enters the liquid volume. This parameter works in terms of probability, so non-integer values can be used. For more information, see the Foam on Hit example below. 

Min. Age (sec) splFoamOnHitMinAge – Minimum age age (in seconds) for foam production. Only splash particles with a particle age above this limit will produce foam when they hit the liquid surface.

DepthsplFoamOnHitDepth – When a splash particle hits the liquid surface and produces foam, this parameter specifies how far in front of the splash particle the new foam particles will be born. This parameter is used mostly to create underwater foam that will be colored by the fog color of the liquid.

 

Dynamics

 

Image Removed

...

Image Added

Splash Split | splSplitToSplash – Controls how quickly the flying splash particles split into smaller ones, creating a trail. If you set it to 0.0, the splash particles would not split at all.

...

Mist Air DragsplMistDrag – The air friction of the mist. This value determines not only how fast the speed decreases, but also the influence of the wind. The larger this value, the larger the wind's influence.

Max Outside Age (secssec) | splTimeOut – If a particle exits the grid and its age age (in seconds) exceeds this parameter, it will be killed instantly. This parameter affects both splash and mist. Note that this is not the time since the particle exited the grid, but the time since the particle was born.

...