Splash and Foam

Starting point for splashes and foam is always an existing → core fluid simulation.

 

 

Scene Setup

  • Set the domain's simulation state to → “Cache” (“yellow rocket”).
  • Add a “Splash & Foam” emitter from the “Hybrido” shelf.
  • Reset the scene.

 


 

What you see now is a bounding box with a dimension of 10 m x 10 m x 10 m. The domain can be positioned and scaled with the settings under Node Params > Node or the W and R keys. You can prevent the particles from leaving the domain:

  • If not done already, add a → “k Volume” daemon and adjust it to the "Splash & Foam" domain with the R key.

  • Or make sure that the particles will be enclosed inside a container or a cube.

 

You can control the emission of splash particles with the parameters under → “Splash Creation”:

 

 

  • A wide variety of threshold values are used to control in which parts of the core fluid splashes will occur. These areas can be → previewed.
  • The higher the thresholds, the less particles you will get (“Angle threshold” is the only exception).
  • The “Emission rate” parameter is also responsible for the number of particles. It can be necessary to use very high values of 1 million and more.

 

Foam is only created from the splash particles. This process is controlled under → “Foam Creation”. The "Radius threshold" parameter depends on the splash particles' lifetime.




  • When a splash particle is created its radius is 1. Depending on the lifetime settings, the particle's radius becomes smaller over time until it reaches 0.

  • Lifetime is adjusted under → "Splash 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.