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Overview

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The rendering process in Phoenix FD is separated from the simulation, but for ease of operation is performed by the same object that performs the simulation. However, this is only true for the grid's content, not for the particles contained in the cache file. If you want to render the secondary effect particles (foam, splashes, or drag particles), create a Particle Shader object and add the Simulator to it, so the Particle Shader can use the cache data loaded by the Simulator.

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Fancy Bullets
typecircle
  • Load from File...
  • Save to File...
  • Default .aur Render Settings
  • Fire/Smoke .aur Fast Render
  • Fire/Smoke from FumeFX
  • Fire/Smoke .vdb from Houdini
  • Liquid .vdb from Houdini
  • Fire/Smoke .vdb from Maya Fluids
  • Fire
  • Fuel Fire
  • Gasoline Explosion
  • Explosion
  • Large Smoke
  • Candle
  • Clouds
  • Cold Smoke

 

Parameters

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Anchor
RenderMode
RenderMode

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UI Text Box
sizemedium
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The proper value for the Isosurface Level parameter depends on the numerical range of the surface channel. For example, Phoenix FD liquids are kept in the range of 0 to 1. A value of 0 means there is no liquid in a certain voxel, and a value of 1 means the cell is 100% full of liquid. Values in between indicate a certain mixture of air and liquid. For such cache files, an Isosurface Level value of 0.5 is best for visualizing the surface between the air and liquid. Imported caches from Houdini, on the other hand, use positive and negative values to indicate whether a voxel is inside or outside the liquid volume, so a correct "halfway" Isosurface Level value would be 0.0. Please check the Grid Channel Ranges page for information about other grid channels.

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Ocean

 

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Ocean Level | oceanlevel – Used with the Ocean Mesh and Cap Mesh rendering modes. Specifies the water level as a percentage of the total grid height. 

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Pure Oceanpureocean – Creates a flat ocean surface up to the Ocean Level height. It does not need loaded caches and if there are any, it ignores their content, so no simulation details will show. Thus changing frames and generating the ocean surface is very quick. This allows you to preview the behavior of the Phoenix FD Ocean Texture when Displacement is enabled or if you want to set up your texture for the Wave force. The option is available for both preview and rendering in Ocean Mesh or Cap Mesh modes. During preview, it requires the Show Mesh option to be enabled in the Preview roll-out rollout.

Underwater Goggles | uwglasses – This option is designed to be used when the camera is placed under the water in Ocean Mesh or Cap Mesh mode. When enabled, a surface gets automatically added in front of the camera, using the same material that is assigned to the Simulator, and this way mimics the effect of real life underwater goggles. This way the ocean volume receives the Fog color from the material assigned to the Simulator, and the field of view shrinks when the index of refraction of the material is above 1.  For more information, see the Underwater Goggles example below.

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OceanSubdiv
OceanSubdiv


Example: Ocean Subdivs

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Anchor
MeshSmooth
MeshSmooth

Mesh smooth

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Image Modified

 

Smoothness | smoothmesh – Specifies the number of smoothing passes. The higher the value, the smoother the result, but the mesh will require more time to calculate. Used when Mode is set to MeshOcean Mesh, or Cap Mesh to reduce the roughness of the mesh. 

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UI Text Box
sizemedium
typeinfo

To render your simulation with Motion Blur, you need to enable Velocity channel export from the Output roll-out rollout of your simulator.

When rendering liquids, the Motion blur of the mesh is obtained by shifting each vertex along the velocity by the shutter time. If rendering a Liquid simulation with secondary particle effects such as Foam, Splashes or Mist, you would also have to enable Velocity export for each particle system under the Output roll-out rollout Output Particles section.

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UI Text Box
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Phoenix FD meshes are motion blurred in a different way than regular transforming and deforming geometries. When rendering regular meshes with motion blur, the entire mesh is moved along its transformation path back and forward in time, and so each individual vertex of the mesh follows this path. However, for each rendered frame, a new Phoenix mesh must be built from the voxel grid, and so it usually has a different number of vertices than the previous and the next frame. Because of this, individual vertices can not be traced back or forward in time between frames. Instead, motion blur of fluid meshes uses the velocity of vertices which is recorded by the simulation, and moves each vertex back and forward in time along the vertex velocity. This is why the generated liquid mesh does not support frame sub-sampling for motion blur. This may cause a mis-match between the liquid and transforming/deforming objects in your scene that interact with it. The fluid mesh is generated from data at the exact rendered frame and fluid data for the preceding or following frames is not used, unlike regular deforming meshes. As a consequence, the liquid and the objects in your scene would synchronize best if those objects do not use additional geometry samples for motion blur.

 

Displacement

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UI Text Box
sizemedium
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Displacement is a technique intended to add detail to the simulation during the rendering. The idea of the Phoenix displacement is similar to the usual geometry displacement: a texture is sampled, and the corresponding point of the fluid volume or surface is shifted in a direction at a distance determined by the texture. You can plug any V-Ray, 3ds Max or Phoenix texture maps.
You can use the Phoenix FD Simulator's Mesh Preview option to check how the attached displacement map is affecting the surface when Mode is set to MeshOcean Mesh or Cap Mesh.

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