Wet and Foam
Starting point for splashes is always an existing → core fluid simulation.
Scene Setup
Set the domain's simulation state to → “Cache” (“yellow rocket”).
Other, already simulated Hybrido secondary fluids emitters have be set to “Cache” as well.
Add a “Wet” emitter from the “Hybrido” shelf.
Reset the scene.
What you see now is a cross in the viewport's centre, indicating that the emitter is not bounded. You can prevent the particles from leaving the domain:
Add/reuse a → “k Volume” daemon and adjust it to the scene with the R key.
Or make sure that the particles will be enclosed inside a container or a cube.
Open the emitter's → “Wet Creation” panel:
Choose the object(s) which should create the wet particles.
Adjust the “Object offset”. This is the distance between the objects and the wet particles in metres.
Be careful with “Emission rate”, because the intermediate amount of particles can become very large.
Wet particles below the core fluid's surface are deleted, but foam will remain.
The occurrence of foam strongly depends on the amount and the behaviour of the wet particles. It is possible to limit the number of foam particles under → “Foam Creation”:
- The "Radius threshold" parameter depends on the splash particles' lifetime.
- When a splash particle is created its radius is 0. Depending on the lifetime settings, the particle's radius becomes smaller over time until it reaches 0.
- Lifetime is adjusted under → "Wet Dynamics".
- You have to decrease these parameters in most cases, e.g. to 1.5 s ("Splash min lifetime") and 2.0 s ("Splash max lifetime").
- Smaller thresholds will reduce the amount of foam.
Simulate.