This component is designed to render Maya or simulator particle systems as foam, splashes or fog. For explanation of the basic concepts, see Getting started, Rendering of foam and splashes.
Particle Systems - a set of particle systems that will be shaded as foam, splashes or fog.
Optimize bad sources - when the particles are highly overlapped, the performance sharply decreases and the shader becomes useless due to the huge resource consumption. With this option, an optimization preprocess is performed that deletes the fully overlapped particles and decreases the sizes of the significantly overlapped ones. It's highly recommended to keep this option switched on.
Enable Rendering enabled - enables/disables the rendering.
Color color - the color of the foam/splashes.
Bounces bounces - the maximum depth of reflection/refraction branches. When the limit is reached, the Environment texture will be used instead of starting new rays.
Reflection Cut-Off reflCutOff - starting a reflection ray is an expensive operation, because it produces an avalanche of rays that can consume all the resources very quickly. Because of this, a reflection ray is only started if its result is important, i.e. quite visible. This parameter is used to determine the critical visibility allowing the start of new reflection rays; if the visibility is less than its value, the Environment texture will be used instead of tracing a new ray.
Refractive Index refrIndex - the IOR of the liquid. Set bigger refractive indices for more pronounced reflection and refraction.
Diffuse Multiplier diffuseMult - additional option to multiply the brightness.
Highlights Width highlightsWidth - the width of the specular highlights.
Highlights Multiplier highlightsMult - multiplier of the brightness of the highlights.
Scattering scattering - affects the GI lighting.
Reflection Coloring reflMap, reflMapEnbl - used to represent the coloring of the reflection of the real foam, due to the interference. The texture is sampled using the direction, instead of the explicit coordinates.
Environment envMap, envMapEnbl - this texture is used when the reflection depth is reached or the visibility is less than the cut off. The texture is sampled using the direction, instead of the explicit coordinates.
Disable Liquid Shadows noLiqShadows - used to control the lighting of the underwater bubbles, enables direct lighting without caustic photon map and avoiding the liquid color.
Render gizmos can be used to specify exactly which region of the foam must be rendered. This can be used to hide artifacts, hide overlapping or create interesting effects.
Use Gizmo useGizmo - enables the use of rendering gizmo.
Invert Gizmo invGizmo - enables the shading only outside the gizmo geometry. This is not the same as a gizmo with inverted geometry, because any rays that do not intersect the gizmo will be shaded, too.
Gizmo gizmo - specifies a geometry (only polygon meshes are supported) that will clip the rendering.
Mode mode - determines the appearance of the particles when they are not considered as a fog.
Pressure Variation pressureVar - this parameter does matter only in cellular mode. The cellular mode produces a wall between each two bubbles in contact, and, to avoid the unnatural appearance, this wall is slightly curved. This parameter assigns random "pressure" in the bubbles and larger values of the parameter result in more curved walls between the bubbles.
Size Multiplier sizeMult - this acts as an additional parameter for controlling the bubbles/splashes size, independent of their particle system. The value for this parameter is not set as a constant and is instead affected by the Size variation and Size distribution parameters. This allows us to introduce a randomness in a particle system where the particles have the same size.
Size Variation sizeVar - relative range of variation for the size multiplier
Size Distribution sizeDistr - how many times the count of the smallest multipliers exceeds the count of the biggest multipliers.
Subgroup subgroup - selectively shades particles, depending on their position relative to the water. See the Liquid geometry attribute.
Motion Blur moBlur - controls the motion blur on/off.
Liquid Geometry useLiq, liqGeometry - used to change the shading of the bubbles under the water. Currently only a Phoenix object can be set as liquid geometry.
Glass Geometry useGlass, glass - used to introduce some corrections in the foam-glass interface. Note that the foam should penetrate the glass geometry, otherwise this option has no effect.
Foam rendered with glass correction
Foam rendered without glass correction
As Fog If Below fogBellow, fogBellowEnbl - if the count of the particles is huge and most of them are indiscernible from the camera position, the foam/splashes can be poured in a grid and shaded like a smoke. To do this, switch this option on and set the threshold size that determines which particles are to be transferred to smoke.
Fog Resolution fogRes - if the fog mode is enabled, this specifies the cell size of the smoke grid.
Fog Multiplier fogMult - multiplier of the fog density.
Locator Scale locatorScale - controls the locator size scale in the viewport
Locator Color locatorColor - controls the locator color in the viewport