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title: "Ship in the Ocean"
canonical: "https://documentation.chaos.com/space/PHX4MAYA/125899301/Ship%20in%20the%20Ocean"
format: markdown
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## **Overview**

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> This is an Advanced Level tutorial. The workflow for setting up the shot, and the Phoenix settings involved in the simulation are explained in detail. However, creating a production quality shot of a similar nature may require some tweaks to the lighting, materials and/or the Phoenix simulation.

## **Units Setup**

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## **Geometry Setup**

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> If you find that the speed of your vessel is too high and the waves generated at the front are too big, you can easily reduce the speed by setting the Translate Z values to a lower number. Please check the example videos below.

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## **Simulation**

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> Consider the Simulator size required by a meteor flying through the air or a ship sailing through the ocean - the simulation time and memory requirements of a Simulator spanning the entire path of the object would be enormous.
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> Instead, Phoenix provides a feature called **Motion Inertia** that allows you to confine the simulation to a small portion of the path of a moving piece of geometry. This allows you to link the simulation box to the geometry and reduce the size of the grid to a more manageable resolution. The movement of the Simulator in your scene will then affect the liquid inside the grid. This is an immense performance boost that you should aim to take advantage of whenever possible.

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> In this tutorial, the **Foam particles that generate the trail of the ship are created from Splash particles**. Splash particles, on the other hand, are born when the liquid surface is turbulent. Not only will the simulation look better with the liquid source at the back of the ship but you get foam and splashes for free. Check the [FLIP Particles Life Cycle](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125862753) page for more info.
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> If you'd like to have greater control over the foam trail at the back of your vessel, the most straight-forward approach would be to use this exact same technique mixed in with a different Outgoing Velocity, Modifiers, Texture maps for the Discharge, or even using the Noise parameter of the Phoenix Liquid Source.

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> Here's how this works:
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> 1. Splash particles are **generated** from the Liquid particles
> 2. High **Splash Amount** means that **more** **splash particles** will be generated by a **single liquid particle** → Low Splash Amount means fewer Splash particles
> 3. High **Splash Amount** means that the **size** of the Splash particles will be **smaller** → Low Splash Amount means larger Splash particles
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> This is done with the intention of preserving the liquid volume. X amount of liquid produces Y amount of splash particles. Then, when the splash particles enter the water, they are converted back into liquid particles. So Y amount of splash particles is converted back into X amount of liquid. This process is controlled by the Affect Liquid parameter at the bottom of the Splash/Mist rollout. The default value of 1 is what Phoenix considers a physically correct behavior that preserves the liquid volume.
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> For more information, visit the [FLIP Particles Life Cycle page](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125862753).

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> The Liquid → Splash → Liquid example above is correct only in case the Affect Liquid parameter is greater than 0. If set to 0, Liquid particles are NOT killed when generating Splash particles, and Splash particles are NOT converted into liquid when they enter the body of water and die.

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> The **Foam Lifespan** is your main control for the length of the foam trails to the side and in the back of the ship. If a shorter foam trail is required for your simulation, reduce the lifespan accordingly. Also note that the longer the trails are (the higher the lifespan), the more bubbles will accumulate during the course of the simulation - this has the potential of slowing things down and consuming more memory.

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> The **Foam Patterns** section controls the distribution of the foam particles over the liquid surface. The **Pattern Radius** option controls the size of individual 'circles' while the **Pattern Strength** controls how strongly the forces which form the patterns are enforced.

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> **Droplet Surfing** is your main control for the width of the foam trail. Increasing it <span style="color: #252c2f">allows the liquid and splash particles to spread out by sliding over the liquid surface, instead of immediately stopping when they hit the liquid mass. Since Foam is born by the Splash particles, this would allow the foam trail to become wider. Reducing </span><span style="color: #252c2f">**Splash Threshold**</span><span style="color: #252c2f"> would further enhance the effect.</span>

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## **Rendering**

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### **Water Material**

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### **Ocean Bottom**

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### **Phoenix Particle Shaders**

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## **Lighting & V-Ray Render Settings**

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