Adding foam particles
Now that the simulation is done baking, we can set up the foam particles. Foam particles add another level of detail to the simulation. These particles will be added near the top of the fluid, acting like foam or whitewater. Just like in real life, foam or whitewater is created in the midst of rapids or turbulence in the fluid and that is what we will be replicating.
At the moment, the particles are just halos, which means they are just points in three-dimensional (3D) space and won’t show up in the render. You can see an example of this here:
Figure 4.13 – Halo example
However, we need an actual object to be the particles. We also want to make sure whichever object we choose has as little geometry as possible, or it will slow down Blender a lot. A UV sphere has a lot of geometry on it, so that will not work. Instead, let’s use a cone with a very low subdivision. Here’s how we can achieve that:
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