I would like to simulate a stream of water like the one in the picture, but I don't know how to simulate the fast-moving, white water.
Should I use particles to simulate foam or is it much better to concentrate in the material properties? Thanks

Jet stream of water with a flyboard

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    $\begingroup$ I've tried 'Fluid' but it's totatlly not what you are looking for, then I've tried 'Particle System > Fluid' with a higher 'Timestamp' it was pretty ok until I increase amount of particles a lot and it's just went nuts. So my last try was with 'Smoke' and this was pretty (-10 temp in smoke flow) good but I cannot reproduce small flow radius at the top and wider at the bottom. $\endgroup$
    – cgslav
    Aug 24 '16 at 17:23
  • 1
    $\begingroup$ This guy does it pretty well but he not explain it too much: vimeo.com/70788800 $\endgroup$
    – cgslav
    Aug 24 '16 at 17:27



This is closest I can get with my PC.


  1. Turn on Metric units.
  2. Create small Cylinder. 17x20x60cm with 6 sides.
  3. Press Space and find Quick Smoke.
  4. Resize domain to about 5x5x5m - big size prevent from gathering smoke around stream.
  5. Place everything like in the picture below.
  6. In Render Tab > Light Paths make sure Volume is greater then 0. Higher value will give smoother stream as light will bounce more in it.


Smoke Flow:

With Cylinder selected go to Physics Tab.

Change Temp. Diff. to -5. Lower value gives more speed.

Change Flow Source > Surface to 0.1.

Smoke Flow

Smoke Domain:

Change everything as in a picture.

You can increase resolution for more detailed stream.

Vorticity change turbulance in stream. In this case it's low because simulation is small in metrics.

Noise Method > Strenght control how wide stream will be at the bottom (higher value, wider stream).

Smoke Domain


Materials aren't my thingy so here is only a small modification to smoke base material. Play with Brightness/Contrast for stream color.


Blend file:

Final toughts:

I think that with higher resolution and better material you could achieve pretty realistic results and my answer will be good starter. In addition to this you can use particle > fluid for those little drops around stream.


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