ocean foam & spray

 

 

This node generates foam, bubbles, and spray particles based on the input ocean spectra. Foam is created on the ocean surface, while bubbles are emitted below the surface with the option to convert into foam as they rise and break through. Spray particles originate from wave crests and can interact with additional forces for realistic airborne motion, providing a natural and dynamic look to ocean surfaces.

 

 

[Inputs]

 

#Spectrum - Connect an Ocean Spectrum node to this input pin. This provides the wave data used to drive foam, bubble, and spray emission.

 

#Foam TM - Connect a Transformation Matrix that defines the position, rotation, and scale of the foam emission grid.

 

Use Ocean TM - Enable this option to align the foam simulation area with the Ocean Sim object`s transform. This is especially useful when the Ocean Sim node is set to use a Regular Grid, ensuring both grids match in position and orientation.

 

Create Position Helper - Creates a Point Helper object that allows you to manually position the foam simulation grid in the scene when not using Ocean TM alignment.

 

 

Foam & Spray

Emit Type - Select the type of particle to emit from the ocean surface:

  • Foam - Floating particles on the surface, fully driven by the Ocean Simulation.
  • Bubbles - Subsurface particles generated beneath wave crests, also fully controlled by the Ocean Sim node..
  • Spray - Airborne particles ejected from wave crests. Unlike foam and bubbles, spray particles can be influenced by other nodes and forces such as wind or gravity.

 

Note: Foam and bubble motion is governed entirely by the Ocean Simulation node. Spray particles, however, are free to interact with external nodes for more dynamic behavior.

 

Comparison of Ocean with Bubbles, Foam and Bubbles + Foam

 

Grid Width, Length - Define the size of the emission area. This determines the rectangular region on the ocean surface where particles are allowed to spawn.

 

Amount - Controls the overall density of emitted particles. Higher values produce more particles per frame.

 

Min Crest - Specifies the minimum crest curvature required for emission. Waves with sharp peaks (influenced by Choppiness) are more likely to emit particles. Use this to concentrate foam or spray at dynamic wave crests.

 

Min Height - Particles will only emit from wave regions above this height threshold. This helps localize emission to larger waves or elevated areas..

 

Bubble Depth - Controls how deep below the ocean surface bubble particles are spawned. This simulates subsurface turbulence and trapped air bubbles.

 

Bubble Depth Var % - Adds random variation to the bubble emission depth, expressed as a percentage of the set depth. Use this to break up uniformity and improve realism..

 

Life Span - Sets how long each particle lives. Once a particle exceeds this lifespan, it is automatically deleted.

 

Life Span Var % - Applies random variation to the particle lifespan. This helps avoid uniform particle fading and produces a more organic result.

 

Particle Scale - The base particle scale is automatically calculated based on grid size and amount. Use this parameter to apply an additional scale multiplier.

 

Particle Scale Var % - Adds random size variation to particles for a more natural appearance.

 

Foam MtlID - Assign a material ID to the generated particles.

 

 

Display

Spawn Area - Enable this option to display area where foam and bubbled can be created.

 

Emission Mask - Displays the emission noise mask.

 

Subdivisions - Defines the display resolution.

 

Z Offset - Moves the display plane along the Z axis.