HySPH - Wet & Foam

The main idea behind the “Wet” emitter is to create a higher amount of splash particles on an object's surface. In areas, where the grid fluid touches an object, RealFlow adds splash particles and they can create foam again. Normally, RealFlow's standard workflow uses a separate foam pass, but with this emitter, wet/splash and foam particles can be simulated within a single simulation. This enhanced method will save a lot of time, because you do not have to create the entire simulation rig with exclusive relations and cached fluid sources. Another advantage is that the creation of wet/splash and foam particles is faster than the simulation with individual emitters. “Wet & Foam” is not a replacement of the individual emitters, it is just another method of creating these particles types. Of course, it is still possible to use both emitters separately.

The parameter set of the “Foam Creation” panel is drastically reduced, because the most critical parts of foam creation are automised and do not require any customized settings. The only remaining parameter is “Radius threshold” to control the amount of foam. “Wet” particles can be affected with most of RealFlow's “k” daemons and react on the force-based daemons. “Foam” particles are not influenced by daemons, because they are driven by the underlying core fluid.

Although, the emitter's “Export Central” resources only provide a single entry for both particles, RealFlow writes out individual files for the appropriate particle type. They can be distinguished through their “_wet” and “_foam” suffixes.

 

The "Wet & Foam" emitter in a Hybrido scene.