VecFlow0.1.0
FlowsOperators

Whitewater

The liquid makes spray, foam and bubbles where it crashes or crests, each sent along its own wire to an event that says how long it lasts.

VecFlow 0.1.0

The liquid makes spray, foam and bubbles where it crashes into itself or crests fast, each sent along its wire to an event of its own (to show as small points, and delete after a while). Spray flies as its event's operators say, foam rides the surface, bubbles rise through the liquid. A kind with no wire isn't made. Fast spray can turn to mist, which drifts with the air.

Add it
EventAdd OperatorPhysicsWhitewater
Sends on
4 wires, Spray, Foam, Bubbles, Mist: each kind goes to an event of its own. A kind with no wire isn’t made.
Influence
No: a value can’t weigh it.

When to use it

Big water: a dam breaking, waves crashing, a splash, a waterfall. Where the liquid crashes into itself or crests fast, it makes small particles of three kinds:

  • Spray flies off, as its own event's operators say.
  • Foam rides the surface.
  • Bubbles rise through the liquid.

Each becomes another kind as the liquid round it thins or thickens.

Set it up

Put Whitewater in the same event as the Liquid, and wire each kind you want to an event of its own. A kind with no wire isn't made. Give each event a Delete by age Since Birth, so whitewater doesn't pile up; spray needs Gravity too.

A flow of 4 events. Water: Birth, Gravity, Liquid, Whitewater, Collide; Whitewater: Spray sends to Spray; Whitewater: Foam sends to Foam; Whitewater: Bubbles sends to Bubbles. Spray: Gravity, Drag, Delete. Foam: Delete. Bubbles: Delete.WaterWhitewater: SprayWhitewater: FoamWhitewater: BubblesWhitewater: MistCollide: Tank, groundBirth: fill Column at frame 1. Make new particles: some every frame, all at once, one on each vertex of an object's mesh (for cloth and ropes: bind them with Bind, Mesh Edges), one on each piece of it (to smash: glue them with Bind, Pieces), or the event's Liquid filling itBirth: fill Column at frame 1Gravity: 9.81 m/s². Pull particles down, or any way you point itGravity: 9.81 m/s²Liquid: 3 cm apart. Particles are a liquid that keeps its volume: it pours, splashes and fills, off this event's Collide objects and ground, floating and pushing rigid bodies and cloth (with those of other events with this operator: one liquid). Fill an object with it using Birth, Fill. The bake makes its surface, shown as a mesh beside the particlesLiquid: 3 cm apartWhitewater: up to 50/s, from 2 m/s. The liquid makes spray, foam and bubbles where it crashes into itself or crests fast, each sent along its wire to an event of its own (to show as small points, and delete after a while). Spray flies as its event's operators say, foam rides the surface, bubbles rise through the liquid. A kind with no wire isn't made. Fast spray can turn to mist, which drifts with the airWhitewater: up to 50/s, from 2 m…Collide: Tank, ground. Bounce off an object, a collection's objects or the ground, friction slowing their sliding and their spin where they touch. The ones that hit go along the wireCollide: Tank, groundInSprayGravity: 9.81 m/s². Pull particles down, or any way you point itGravity: 9.81 m/s²Drag: 0.5. Slow particles to the speed of the air, which moves with the windDrag: 0.5Delete: at 1.5 s. Remove particles at an age (since birth, or since entering this event), or at onceDelete: at 1.5 sInFoamDelete: at 4 s. Remove particles at an age (since birth, or since entering this event), or at onceDelete: at 4 sInBubblesDelete: at 1 s. Remove particles at an age (since birth, or since entering this event), or at onceDelete: at 1 sIn
A dam break with whitewater: each kind goes to its own event, which deletes it after a while.BirthForcesPhysicsLooksTests

Settings

As the flow editor’s sidebar shows them. Changing any of them marks the bake old; those marked Keyframable can also change through a bake.

Rate
Keyframable
500 to 1,000

The most new particles each liquid particle makes a second, where it crashes or crests hardest.

Speed
Keyframable
2 m/s0.001 to 20

How fast the liquid must go to make any: from half this, the most at this. Lower for gentle scenes, higher for big ones.

Bubbles Rise
Keyframable
0.25 m/s0 to 2

How fast bubbles rise through the liquid.

Off

Whitewater made under the surface is born a bubble, and a bubble stays one until it leaves the water: against the glass or an object the water reads thin, so bubbles there turned to foam and stopped rising. Off keeps older bakes as they were.

6 m/s0 to 30

Spray going faster than this turns to mist (wired from Mist)

20 to 50

How readily fast spray turns to mist: a chance a second.

0.5 s0.0001 to 5

How quickly mist takes on the air's velocity (s): less drifts sooner.

1 s0.0001 to 10

How long mist lasts (s)

Rate is the most each liquid particle makes a second, where it crashes or crests hardest. Speed is how fast the liquid must go to make any: from half this, the most at this. Lower it for gentle scenes, raise it for big ones, or a calm surface fizzes.

Each particle is sorted by how much liquid is round it: little, spray; some, foam; nearly all, a bubble. Against a wall or an object the liquid reads thin (it stands off a solid by most of a spacing), so bubbles there turned to foam and stopped rising. With Keep Bubbles, whitewater made under the surface is born a bubble and stays one until it leaves the water, so the trail of bubbles on an object plunging through the water rises as it should. With it, whitewater is also only made near the surface, a pocket of trapped air or the cavity behind an object, where there is air to trap: the jolt of an impact runs down the whole column, and at a fine spacing it would otherwise seed bubbles metres from any air. It is off so older bakes stay as they were; turn it on for new scenes with objects in the water.

How it looks

Whitewater shows as many tiny points, as studios render it, not as balls: see Whitewater as Foam in the Liquid panel. There each kind has its own number of points, size and spread, and Fade Out shrinks them before their event's Delete takes them, so none pops out (it reads the Delete's age since birth). Foam on Water turns the water's surface milky where foam lies on it. None of it needs a new bake.

Works with

  • A Liquid in the same event: whitewater comes from it, and is made inside its walls.
  • Delete in each kind's event.
  • An event takes one Whitewater. It sends to other events than its liquid's.

Problems you may see

Error

event: operator comes from the event's liquid: add a Liquid

Error

event: operator needs a wire from Spray, Foam or Bubbles to an event

Error

event: operator sends to other events than its liquid's

Error

event: operator: an event takes only one

Error

event: operator: mist comes from spray: wire Spray too

Errors stop a bake; warnings don’t. Every message is on the Messages page.

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