![]() ![]() For more information, see the By Free Fly example below.īirth Volume | usespbconfgeom , spbconfgeom – When enabled, allows the splash to be born naturally by the simulation only inside a specified geometry object. It is not recommended that this parameter be changed to a value other than 0.0 for ocean simulations because this might create splashes over the ocean surface or even in air pockets under the water surface. The main usage of values above 0.0 is in waterfall simulations. At 0.0, free falling/flying liquid will not convert into splashes. The lower this value is, the more places on the liquid surface will produce splash.īy Free Fly | spfreefall – How likely a free falling or flying liquid particle will turn into splash. Threshold | spbthres – Controls the condition for splash birth. For more information, see the Splash Amount example below. Note: This parameter is the nearest in functionality to the "birth rate" parameter in previous versions. This value also affects the particle size, where larger values decrease the size of splash particles. This value determines how many splash particles are equal to a single liquid particle in volume. Splash Amount | spbirth – Controls the amount of splash relative to the liquid. The Particle Shader offers multiple render modes, which enable you to create various fine-tuned appearances for particles such as Foam, Splash and Mist, to achieve realistic looking effects. To render Splash and Mist particles, you’ll need to use the Phoenix Particle Shader. In addition to saving on resources and rendering time, there is also another major advantage to controlling splash and mist separately from the liquid itself: different shaders can be used for shading the Splash, Mist, and Liquid particles. While a normal liquid simulation can produce splash, and if you increase the resolution to extreme values it can produce mist as well, such a simulation would run slowly and consume an incredible amount of resources. The Splash/Mist rollout is separate from the liquid simulation, in order to optimize memory and CPU usage. You can learn more about the life cycle of Splash and Mist particles, or how they are created or destroyed, by visiting the FLIP Particles Life Cycle docs page. Each particle type has its own life cycle, with rules for when and how they are born and die off. ![]()
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