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This page provides information on the Interaction rollout for a = Fire/Smoke Simulator.
It is strongly recommended that each g= eometry interacting with the fluid simulation:
Phoenix will try to handle any geometry that does not comply with t= hese conditions, but the simulation might not behave properly. For example,= in the case of fire/smoke simulations, some areas of the simulation may lo= se velocity and freeze for no apparent reason, whereas in liquid simulation= s, particle explosions can appear.
This dialog is used to enable/disable the interaction with objects in th= e scene. There are several different types of objects that may affect the s= imulation: Sources, Solid objects, Forces, etc.
By default, all these scene elements will interact with the simulator un=
less otherwise specified by the Include/Exclude list. If y=
ou want to disable the interaction, you have to put the objects in the
Since all forces affect the simulation by default, adding a force in you= r scene to be used by PFlow, for example, will also automatically affect yo= ur simulation and this might not be desirable. In the Active Forces list, y= ou can check which 3ds Max forces interact with the simulator, and you may = exclude forces if you wish to.
UI Path: ||Select Fire Smoke Simulator object|| = ;> Modify panel > Interaction rollout
Expand =E2=80=93 Opens a floating dialog that contains = the selected rollout and automatically folds the command panel rollout.
Re-Center =E2=80=93 Resets the position of the floating= rollout.
? =E2=80=93 Opens up the help documents for t= he Fire/Smoke Interaction.
Include/Exclude List | ielist_new iemode_new= em> =E2=80=93 Determines which objects will be ignored or proces= sed by the simulation. Use the radio buttons to switch between Include list and Exclude list. Wh= en Exclude list is active (the default), all obj= ects in the scene will interact with the simulator unless they are add= ed to the exclusion list. In Include list mode, = no objects will interact with the simulator unless they are added to the li= st. Note that in Include list mode,= in order for a Source to work in a simulation, you must add the Source and= also all of the geometries or particles it emits from.
Exclude Hidden Objects | exc= lhidden_new =E2=80=93 When enabled, the hidden objects will= be excluded no matter if they are in the list or not.
Add =E2=80=93 Adds the selected object to the Scene Int= eraction list.
Add Many =E2=80=93 Adds many objects to the Scene Inter= action list allowing to quickly add a= list of nodes.
Remove =E2=80=93 Removes the selected object from the S= cene Interaction list.
Geom Border Voxels |&= nbsp;objvox =E2=80=93 The Fire/Smoke simulator is = a grid-based simulator, and geometry is converted into voxel form in order = to interact with the fluids. The voxels overlapped by Solid geometry obstac= les are frozen and processed in a different way. When a given voxel is half= -way inside the geometry, this option helps you choose whether this voxel i= s going to be frozen or not. Even if this does not produce significant chan= ges in the simulation, in rendering you might see a gap between the fire/sm= oke and obstacles in Circumscribed mode. On the = other hand, very thin obstacles might be missed by the simulation if you us= e Inscribed mode, so it would be better to use&n= bsp;Circumscribed for such geometries. You can also o= verride the voxel mode per object from its right-click Phoenix FD properties. <= em>For more information, see the Object Voxels example below.
Circumscribed =E2=80=93 All voxels that intersect the surface are considere=
d solid.
Center =E2=80=93 The surface voxels are c=
onsidered solid only if their bigger part lies in the object.
In=
scribed =E2=80=93 All voxels that have intersection with the =
surface are considered non-solid.
The Geom Border Voxels<= strong> setting is a simulation option. If its value= changes, the simulation must be calculated again for the changes to take e= ffect.
The example below shows the difference in= emission when the object uses Inscribed (voxels intersecting the surface a= re non-solid therefore do not emit) vs C= ircumscribed (voxels intersecting the surface are solid) voxelization.
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