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title: "Liquid Foam"
canonical: "https://documentation.chaos.com/space/PHX4MAYA/125964038/Liquid%20Foam"
format: markdown
---
This page provides information on the Foam rollout.

## **Overview**

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The Foam rollout affects the simulation of **Foam particles**, and enables you to set the conditions for when Foam particles should be born automatically, as well as how the Foam should behave. The simulation of Foam particles can be useful for creating effects like waterfalls, rivers, ocean waves and so forth.

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> Note that the [Phoenix Simulator](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125765148) can simulate different types of particles, including** Liquid particles**, as well as **Secondary Particles** such as **Foam**, **Splash**, **Mist**, and **WetMap** particles. These Secondary Particles exist so that you can achieve a variety of different liquid scenarios. In addition, Phoenix enables you to choose which particles to simulate, depending on your needs.

Foam particles adhere to several simple rules when simulating: underwater bubbles rise up, bubbles in the air fall down, bubbles can stick to each other, and bubbles can be resistant to external pressure. Regarding the generation of Foam particles, Foam can be born from Liquid particles, Splash droplets, a [Source](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125895877), or a script. Meanwhile, the Foam can disappear when it exits the grid (see the **Max Outside Age (secs)** parameter), or disappear randomly (see the **Half Life** parameter).

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> Each particle type has its own life cycle, with rules for when and how they are born and die off. You can learn more about the life cycle of Foam particles, or how they are created or destroyed, by visiting the [FLIP Particles Life Cycle](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125862753) docs page.

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> Note that unlike shading Liquid particles, in order to **render Foam particles**, you’ll need to use the [Phoenix Particle Shader](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125830144) to shade them. The Particle Shader enables you to create various fine-tuned appearances for particles such as Foam, Splash and Mist, in order to achieve realistic looking effects.
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> For example, when rendering Foam particles, you can use the Particle Shader's **Cellular mode** to get a look that is very similar to real foam, which makes it possible to shade foam that is close-up to the camera, and have the results look convincing.

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> UI Path: ||Select [PhoenixFDSim](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125765148)|| **> Attribute Editor > Foam rollout**

## **Parameters**

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**Enable Foam** | *foamEnbl* – Enables the birth and simulation of **Foam** particles.

### **Birth**

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### **Example: Birth Threshold**

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> The following video provides examples to show the differences of **Birth Threshold** values of *50*, *100*, and *200*.

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### **Lifespan**

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### **Size**

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### **Example: Variation Small**

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> The following video provides examples to show the differences when **Variation Small** is set to *0*, *1*, and *50*.

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### **Example: Variation Large**

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> The following video provides examples to show the differences when **Variation Large** is set to *0*, *3*, and *6*.

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### **Example: Size Distribution**

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> The image below provides more details on the differences between **Size Distribution** values of *1*, *20*, and *100*.

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### **Example: Rising Speed**

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> The following video provides examples to show the differences when **Rising Speed** is set to *0*, *20*, and *100*.

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### **Example: Falling Speed**

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> The following video provides examples to show the differences when **Falling Speed** is set to *10*, *35*, and *100*.

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### **Patterns**

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### **Example: Formation Speed**

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> The following video provides examples to show the differences of **Formation Speed** values of *0*, *0.5*, and *1.0*.

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