This page provides information on the PhoenixFDFoamTex.
PhoenixFDFoamTex can be used in combination with the Ocean Texture | PhoenixFDOceanTex to create the effect of foam appearing at the crests of the infinite ocean's waves. The foam mask is generated behind the wave crests and its lifespan is controllable. The texture outputs a color that represents the foam color both above and below the liquid surface, and the texture also outputs an alpha channel which must be used to blend between the regular liquid material and the color of the Foam Tex.
Ocean Texture | ocean – The waves used as a base for the foam texture. You can only specify a PhoenixFDOceanTex here - the foam is built using internal information from the Ocean Texture which makes it impossible to use the Foam Texture with third party maps.
Life Span (sec.) | life – The time in seconds it takes for the foam to disappear after the wave crest has subsided
Birth Threshold | thr – The relative wave height needed to produce foam
Pattern Strength | ptrn – The foam texture has a built-in pattern generator, this parameter controls the view of the patterns, the bigger value makes them more string-like, the lower value makes them to be like holes in the foam. At value zero all the patterns are disabled and you can use the texture as pure mask for a custom designed patterns.
Pattern Length | ptrnszx – The size of the patterns along the wave crests.
Pattern Width | ptrnszy – The size of the patterns behind the wave crests.
Underwater Foam | uwfoam – Controls the alpha value in the holes of the patterns. High alpha means better visibility of the underwater foam.
Foam Color | foamcolor – What color to appear in the parts where is considered to exist foam above the water
Underwater Foam Tint | tint – What color to appear in the pattern holes
Use the original non displaced vertices | useuvw – Intended to achieve better foam movement. The real foam is shifted by the water, if we map directly using world coordinates the foam will move unnaturally. To achieve the effect of water-lock, we have to sample the texture using the non-displaced positions of the vertices, and this option does exactly this. Technically, the non-displaced positions are kept as explicit map channel ( UV mapping), this will work only with the Phoenix liquids, do not use it with V-Ray displacement or other geometry.
Here are the basic ways to setup the FoamTex using a standard Blend material or a VRayBlendMtl:
The Blend Material setup below is used for the Defscanline renderer.
Blend material (click to zoom)
The V-Ray Blend Material setup below is used for the V-Ray renderer. The V-Ray setup uses a Color Correction map to produce the proper input required by the VRayBlendMtl, so the three color channels are set to the Alpha of the PhoenixFDFoamTex, and the Alpha channel is set to One (opaque).
VRayBlendMtl material (click to zoom)