This page provides information on the simulations that can be setup through the Phoenix Toolbar.

Overview


The Quick Simulation Setup buttons on the Phoenix Toolbar allow for quick setup of many commonly used fluid simulations. Pressing any of the buttons will convert the currently selected objects into emitters for the simulation and will additionally create other helper objects and set up V-Ray materials depending on the type of simulation.

If no objects are selected, pressing any of the buttons will automatically create a sphere and convert it to an emitter for the simulation and will additionally create other helper objects and set up V-Ray materials depending on the type of simulation.

For a quick guide to manually setting up many common Phoenix scenes, see Phoenix in a Nutshell.

 

 

Fire/Smoke Quick Setups


The Fire/Smoke Quick Setups create a Fire/Smoke Simulator based on the selected object(s), and sometimes also create additional helpers and components.

 

 

Sets up a simulation where the fire is directly emitted as temperature from the selected object(s). A 

 is added to make for a more interesting fire behavior.

 Fire
PHXTurbulence helper

 

 

Sets up a simulation where the selected object(s) emit fuel which ignites and produces smoke on burning. Drag particles are emitted from the

, and then shaded as embers using a  component with its Mode set to Point.
Burning Fuel
SourceParticle Shader

 

 


 

 

 Explosion

Directly releases temperature and smoke from the selected objects(s). Each object would also emit a different smoke color. Note that the discharge is animated in time.

 

 Gasoline Explosion

Sets up a simulation where the selected object(s) emit fuel which ignites and explodes with high-energy, gradually burning out and producing smoke. Note that the discharge is animated in time.

 

 


 

 

 Large Smoke

Sets up a simulation where the selected object(s) emit dense, heavy smoke.

 

 Cold Smoke

The object(s) emit smoke with sub-zero temperature in Celsius, which floats down and creates a Dry Ice effect.

 

 


 

 

The selected object(s) emit temperature that drives a fine, thin smoke. Drag particles are emitted from a

, and then shaded using a  component with its  set to . A  with its  parameter set to  is used so particles are only emitted upwards. Finally, a  is added to add more interesting smoke behavior.

 Cigarette Smoke
SourceParticle ShaderModePointDischarge ModifierModify Particles byNormal ZTurbulence

 

 Candle

The object(s) emit temperature and form a smooth flame shaded with a specific fire color gradient.

 

 


 

 

The preset works by imprinting smoke in the simulator from a noise texture using a mode . The is pretty low, so the smoke would gradually appear over time. The noise texture is animated and it also offsets with time, so the cloud shapes would evolve over time and move. There is an additional force added to the scene to break the smoke up, and also a blowing against the direction of movement of the clouds. In order for the smoke not to fill up the entire simulator over time, is enabled under the and it's a tug of war between this option and the of the Source during the simulation.

 Timelapse Clouds
The volume of the selected object(s) is filled with separate clouds which are animated to gradually move. Volume BrushSourceBrush EffectTurbulence Plain ForceSmoke DissipationDynamics rolloutBrush Effect

 

 Jet Engine
The object(s) emit temperature and form a smooth flame shaded with a specific fire color gradient.

 

 

Liquid Quick Setups


The Liquid Quick Setups create a Liquid Simulator based on the selected object(s) in addition to modifiers and shaders as needed.

 

 

 Tap Water

The object(s) emit water with a specific surface tension.

 

The object(s) emit milk and the liquid is shaded using the Milk preset of the 

.

 Milk
VRayFastSSS2

 

 


 

 

The object(s) emit beer with foam particles with high bubble-to-bubble interaction forces. This is done through a 

 component with its  set to . A  with its  parameter set to  is used so particles are only emitted downwards. Note that the discharge is animated in time towards zero.

 Beer
Particle ShaderModeBubblesDischarge ModifierModify Particles byNormal Z

 

The object(s) emit coffee with foam particles. The foam is shaded using a 

 component with its  set to .  A  with its  parameter set to  is used so particles are only emitted downwards.

 Coffee
Particle ShaderModeCellularDischarge ModifierModify Particles byNormal Z

 

 


 

 

 Honey

The object(s) emit viscous honey. Note that the discharge is animated in time towards zero to show the specific coiling when the flow thins out..

 

The object(s) emit viscous chocolate that wet and stick to any obstacle objects. A 

 with its  parameter set to  is used so particles are only emitted downwards. Note that the discharge is animated in time towards zero.

 Liquid Chocolate
Discharge ModifierModify Particles byNormal Z

 

 


 

 

 Blood Splatter

Emits a short burst of blood from the emitter object(s). Note that the discharge is animated in time towards zero.

 

Emits a slightly viscous paint with high surface tension from the selected object(s). Each object would emit a different color of paint so that colors can be mixed. The scene uses the 

to transfer the RGB color of the simulation onto the liquid mesh's material for rendering.

 Paints
PhoenixFDGridTex 

 




 

Each selected object emits a different color and weight of ink composed of drag particles. The particles are shaded using a 

 component with its  set to . A  with its  parameter set to  is used so particles are only emitted downwards. Note that the discharge is animated in time towards zero.

 Ink in Water
Particle ShaderModePointDischarge ModifierModify Particles byNormal Z

 

The object(s) emit a large amount of water with splash, foam and mist particles. Three different

are used with their  set to , and respectively. A  with its  parameter set to  is used so particles are only emitted downwards.

 Waterfall
Particle ShadersModesBubblesSplashesFog Discharge ModifierModify Particles byNormal Z

 

 


 

 

The object(s) are placed in a fish tank container, surrounded by an infinite animated ocean surface. Foam and splash particles are emitted and are shaded with two different

with their  set to  and  respectively. The objects can be animated to sail onto the ocean, emerge, submerge or splash into the tank.

 Ocean
Particle ShadersModesBubblesSplashes

 

 

The object(s) are placed in a fish tank container. A

creates large waves inside the simulator. Foam, splash and mist particles are emitted and are shaded with three different , and
Stormy Sea
Wave ForceParticle Shaders with their modes set to BubblesPointsFog respectively. The objects can be animated to sail onto the liquid surface, emerge, submerge or splash into the tank.

 


 

 

 

The object(s) are converted to

, colliding with one another and with slight variation of the for each one. The simulator is prefilled with liquid using the option.
Ice Cubes
Active BodiesDensityInitial Fill Up

 

 

The object is converted to an

and propelled forward by a force. The movement and rotation of the object are locked using an so that it moves forward in a straight line.
Speedboat
Active BodyThrusterAxis Lock

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