This panel controls where new wet particles are created and controls the emission process.
Objects
In order to work, the emitter requires at least one object from where the particles will be created. An object can be selected easily by clicking on the hyphen (“ - “). Then, choose one or more objects from the appearing node browser. If you want to apply different wet and foam settings for multiple objects you have to add an appropriate number of “Wet & Foam” emitters. After choosing a least one object, the following parameters become unlocked.
Object offset
If you want to keep a gap between the object and the wet particles you can define an offset here. The value is given in RealFlow units.
Emission rate
When you take a look at the emitter's “Particles” panel you will see that it lacks a “Resolution” parameter, because with “Dumb” particles, “Emission rate” is used to create particles. For “Liquid” particles the “Resolution” parameter is still available. The value you enter here is the number of particles which are created per second per cubic metre.
When a splash or foam particle is created, it has a radius of 1.0 and RealFlow calculates an expected lifetime based on the settings under “Min life time” and “Max life time”. During its lifetime, the radius is constantly decreasing and, when it reaches 0.0, the particle dies. When a splash particle hits the core fluid surface it will be deleted immediately regardless of its current lifetime.
Position variation
With this parameter it is possible to avoid regular patterns and increase the number of wet particles. New particles will be created within the given value around the source particle.
Secondary splash
Sometimes, grid fluid simulations do not have enough splash particles, especially at lower resolutions. To generate more splashes, this option can be activated and new particles will be created when a splash particle enters the core fluid. When this option is active, the following two parameters will be unlocked.
@ Bounce
This parameter is interesting for very strong splashes, for example from huge breaking waves, because you can adjust how much the splash particles will bounce against the grid fluid.
@ Radius threshold
Standard particles always have a certain radius that is internally calculated by RealFlow. The radius represents the fluid's drop size and can be used for various applications. One of these applications is the creation of secondary splash particles above a certain radius.