Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

UI Text Box
sizemedium
typewarning

If you want to render the particle content of the Simulator (e.g. foam, splashes, or drag particles), create a Particle Shader | PHXFoam object and add the simulator to it.

...

Advanced control over the shading is provided with the PhoenixFDTexture Phoenix Grid Texture which can be used to drive the properties of a V-Ray material applied to a liquid surface. For Volumetric rendering, Phoenix FD provides you with the ability to drive the color and opacity of Fire / Smoke simulations through any of the supported channels (such as Smoke, Speed, RGB, etc.), as long as they are present in the cache files.

...

Vertical Fade Level | fadebylevel, displfade Specifies a vertical zone How high above the Ocean Level, where the  the displacement will be strongest. Above this zone there will be no displacement at all, and inside this zone the displacement will gradually be reduced moving up from the ocean surface. This is needed so that the ocean displacement would be applied only near the ocean surface and not to any simulated fluid splashing high above the ocean surface. This parameter is a percentage of the grid height, just as the Ocean Level option.Fade Above Velocity | fadebyvel, displvelfade – If the fluid velocity (in voxels/sec) in a voxel is higher than this value, there stop having effect. This option is needed for ocean simulations where you have liquid flying or splashing high above the ocean surface, so that the ocean displacement will affect only the calm ocean surface, but will not displace the liquid flying high above the ocean, or you would be able to see small pieces of liquid move up and down as they fly due to the ocean waves displacement. Above the Vertical Fade Level there will be no displacement at all, and below it the displacement will be strongest near the Ocean Level and will gradually be reduced moving up from the ocean surface. This parameter is a percentage of the grid height, just as the Ocean Level option.

Fade Above Velocity | fadebyvel, displvelfade – If the fluid velocity (in voxels/sec) in a voxel is higher than this value, there will be no displacement at all. When the velocity is lower than this value, the higher the velocity, the weaker the displacement will be. This allows you to suppress displacement for the fast moving parts of the fluid where the displacement . When the velocity is lower than this value, the higher the velocity, the weaker the displacement will be. This allows you to suppress displacement for the fast moving parts of the fluid where the displacement would visibly disturb the motion in an unnatural manner, and thus you can have only the still ocean surface displaced with waves. This option requires the Grid Velocity channel to be exported to the simulation cache files from the Output rollout.

UI Text Box
sizemedium
typetip

The Fade Volume feature can be used when the liquid is in contact with a geometry surface such as a shore or a ship and the displacement breaks the contact by moving the liquid mesh away from, or into the geometry.

Fade Volume | usefadeobjfadeobj – When enabled, allows you to specify a geometry object as a fade volume. There will be no displacement inside this object and outside it the displacement will be gradually reduced at a distance specified by the Volume Fadeout Distance parameter. Fade Volume | usefadeobjfadeobj – There will be no displacement inside this geometry object, and outside it the displacement will be gradually reduced at a distance specified by the Volume Fadeout Distance parameter. This is useful if you have a geometry such as a sea vessel moving in high displaced waves, or a static geometry such as a beach into which the fluid is splashing. In these cases, you can use these geometries as fade volumes and use small Fadeout Distance around them, so the displaced liquid mesh and the objects would match precisely - otherwise the displacement may pull away the liquid from such geometries or force the liquid to penetrate them.

Volume Fadeout Distance | displgeomfade – Specifies the distance in world units around the object where the displacement will fade out going near the object.