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title: "Liquid Splash and Mist"
canonical: "https://documentation.chaos.com/space/PHX4MAYA/126093096/Liquid%20Splash%20and%20Mist"
format: markdown
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## **Overview**

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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.

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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 Splash and Mist 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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> For example, to render **Splash particles**, you can choose from the Particle Shader’s various** bubble mode** options, such as the **Splashes mode**, so that the particles look like Splashes when rendered. Meanwhile, the **Points** or **Fog mode** can be a useful option for shading **Mist particles**.

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> Note that Splash and Mist can be simulated in two different ways: either as part of a liquid simulation, by enabling the Splash/Mist Rollout (which is a physical mode), or they can also be simulated as fully separate systems by using a [Source](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125895877) to emit Splash or Mist particles (which is a non-physical mode).

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

## **Parameters**

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### **Splash Birth**

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### **Mist Birth**

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### **Foam On Hit**

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### **Dynamics**

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### **Example: Splash Amount**

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> The following video provides an example of **Splash Amount** parameter to show the differences between values of *0.0*, *3.0*, and *10.0*.

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### **Example: Foam on Hit**

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> The following video provides examples to show the differences of **Foam on Hit** values of *0.0*, *2*, and *5.0*.

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### **Example: Liquid-Like**

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> The following video provides examples to show the differences of **Liquid-Like** values of *0*, *2.0*, and *100.0*.
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## **Note about Splash Particles before Phoenix 3.0**

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Users of previous Phoenix versions should note an important difference about splash regarding particle size.

In **Phoenix 2.2**, the splash size was controlled directly, like the foam. While foam really needs direct size control, especially for the most popular usage of pouring a glass of beer or soda, the size and volume of a splash should be directly related to the amount of liquid being displaced rather than a user-specified value.

In other words, in order to have a seamless transition between the splash and the liquid, the volume of the splash droplets must be equal to the volume of the liquid converted into splash. **Phoenix 3.0** and newer simulates splashes according to this rule.

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> Here is an image that may help visualize this process - [FLIP Particles Life Cycle](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAYA/pages/125862753).

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Liquid-Like set to 0

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Liquid-Like set to 3