

They're just supposed to be generated by that surface. These particles are not supposed to influence the RealWave surface. And I really don't want that in this case. Hit force causes the particles to deform the RealWave surface. And then the last, most important parameter here is Hit force. I'll click On surface and set it to "Place," and then give it some Friction, so that those particles don't just slide across the surface, but they more-or-less stick in place. It's defaulted to destroy the particles, but I want to keep them. This has to do with what will happen to a particle when it collides with the RealWave surface. Then, On surface is a very important parameter. This is a method for killing particles when they fall below the RealWave surface. I don't really need that in this case, so I'm going to actually set that to a value of 0.0. Upward force is a force that's supposed to counter-act gravity. In that section, we have some important parameters. Then, scrolling down a little bit, we have a section labeled RW Particle Interaction. For foam, I'll set it to a value of 5000.0. And the Density is the thickness of the fluid, and we can make that thicker than water. In the particles section, I'll reduce the Resolution, so that it's not quite so heavy. Before I run another simulation, I can change a few more parameters up here.

That's going to cause the particles to just lay flat on the surface and not fly outward. And while I'm here, I'm going to set the speed to 0.0. To get some particles in our scene, we'll need to reduce Choppiness for emission down. These waves are not choppy enough, in order to cross that threshold. And it has a threshold of 0.5, which is a high threshold. The most important parameter for getting our Crest Splash particles to appear is Choppiness for emission, and you can find that in the Crest Splash node's Crest Splash section here. We can generate them by playing around with some of these parameters here. So, our crest splashes are not appearing. When I click Simulate, we can click through this warning message, and we don't really see anything appearing. All right, now, let's simulate the Crest Splash, just with default parameters here. And now, what we're seeing here is the cache-playback, rather than live simulation. Just click that, and it loads the cache automatically. But I can load it very easily, just by clicking this button here, "Update Time Line Cache," or by using the "alt u" keyboard shortcut. I'm going to click reset, and click "Yes," and show you if I press play here, that cache is not loaded. When you click reset, it temporarily breaks the connection to the SD for these objects here. And we can reset the simulation and see what we get. In the node parameters here, we can open this up and just change the color here to white, so we can see it a little bit easier. Just click on that, and it's automatically connected to the RealWave object. To add that effect, go to the RealWave tab, and you'll see Object Splash and Crest Splash. RealWave can generate foam on our ocean, based upon the choppiness of the waves, and the foam will be in the form of standard particles.
