How to make a boat following a curve using Active Bodies
The video below shows how to use the Active Bodies to make a boat float and follow a predefined trajectory, reacting to the simulation automatically — without the need to create keyframes by hand.
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How to wash away objects in a flood using Active Bodies
The video below shows how to use the Active Bodies to wash away objects in a flood.
How to render thinkingParticles using the Particle Shader and Particle Texture
The video below shows how to use the Phoenix Particle shader and the Phoenix Particle Texture to read and render tP particles and custom data channels. This way, you can shade your particles based on their age, position — or any other custom data channel you have created inside of thinkingParticles.
How to create and advect thinkingParticles using Phoenix FD
The video below shows how to create and influence tP particles based on the data from Phoenix simulations.
How to inherit the UVs of your emitter objects using TexUVW
The video below shows how to use the TexUVW channel and recreate effects such as melting, where the texture of the melted object sticks to the mesh.
How to add more detail to the color and opacity of volumes using TexUVW
The video below shows how to use the TexUVW channel and a texture to modify the color and opacity or add detail through displacement.
How to spawn smoke along a surface using the Voxel Tuner
The video below shows how to use the Voxel Tuner and emit fluid using the distance between objects.
How to emit smoke when temperature reaches certain value using the Voxel Tuner
The video below shows how to use the Voxel Tuner to emit smoke when the temperature reaches certain value.
How to mix and divide liquids based on their color with the Particle Tuner
The video below shows how to use the Particle Tuner to mix and divide particles from different sources and change their properties depending on the source that created them.
How to delete particles using Velocity data with the Particle Tuner
The video below shows how to use the Particle Tuner to filter the fastest particles that are in a specific part of the simulator and remove them.
How to melt an object using the Particle Tuner
The video below shows how to use the Particle Tuner to create a melting candle.
How to render Phoenix FD VDB caches with Redshift
The video below shows how to render Phoenix VDB caches with Redshift.
How to render Phoenix FD VDB caches with Arnold
The video below shows how to render Phoenix VDB caches with Arnold.
How to restore а Phoenix FD simulation
The video below shows how to restore a Phoenix simulation.
Simulation with Phoenix FD using Autodesk Backburner
The video below shows how to run a Phoenix simulation using Autodesk Backburner.
How to use Phoenix FD Wetmap
The video below shows how to use the Phoenix Wetmap.
How to export a Phoenix FD cache to Alembic
The video below shows how to export a Phoenix cache to an Alembic file.
In 3ds Max, while you have "Export as" set to "Mesh", the vertex velocity is in Map Channel 2 of the mesh, named "velocity". 3ds Max's built-in exporter names the Color Set in the exported Alembic file "Max_Map_Channel velocity".
Importing the Alembic file back into 3ds Max via the 3ds Max built-in Alembic importer requires you to set the "Velocity channel" to 2 in the V-Ray object properties dialogue, so you can render it with motion blur using V-Ray.
Importing the Alembic file in any host via VRayProxy will render with motion blur without any additional adjustments. It requires V-Ray Next Update 1.1, or newer.
Importing the vertex velocity of the Alembic file into Maya using Maya's native importer (Cache → Alembic Cache → Import Alembic) is not supported.
How to use Phoenix FD Surface Texture
This video shows how to use the Surface Texture option inside of Phoenix.
How to export a Phoenix FD simulation to OpenVDB
This video shows how to set the output format to OpenVDB and import the cached simulation inside of a V-Ray Volume Grid.