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To create a fire simulation, select the object(s) you wish to burn and click the Fire Quick Simulation button on the Phoenix Shelf. 

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The Fire Quick Simulation button creates three objects in the scene and sets up their parameters for a fire simulation:

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  • PhoenixSimulator - A box-shaped object that represents the grid within which the simulation takes place. The grid shape encompasses the emitter objects and also leaves space above the objects for the fire to flow. This non-rendering object is required for the simulation.
  • PhoenixSource - Labeled Fire in the viewport, this component associates the emitter(s) with the simulation. This object is required for the simulation.
  • PhoenixTurbulence - Labeled Turbulence in the viewport, this force component creates turbulence in the simulation. This object is optional, and is added to the Quick Simulation setup to improve the results of the simulation.

 

With all the scene elements in place, you can now run the simulation. See Running the Simulation below for the next steps.

 

 

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Liquid Simulation

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To create a liquid simulation, select the emitter object(s) and click the Tap Water Quick Simulation button on the Phoenix Shelf.

Here, the small planar object inside the spigot is selected as the emitter.

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The Liquid Quick Simulation button creates two objects in the scene and sets up their parameters for a liquid simulation:

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  • PhoenixSimulator - A box-shaped object that represents the grid within which the simulation takes place. The grid shape encompasses the emitter objects and also leaves space below the objects for the liquid to flow. This non-rendering object is required for the simulation.
  • PhoenixLiquidSource - Labeled Liquid in the viewport, this component associates the emitter(s) with the simulation. This helper is required for the simulation.
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In this case, the Grid that was automatically created is not large enough to encompass a simulation of water flowing down the trough.

To increase the Grid Size, select the Simulator and change the X/Y/Z size parameters in the Grid rollout.

 

For objects that will contain or deflect the liquid, there is no need to select them as deflectors or collision objects. Phoenix will automatically detect them when the simulation is run, and will cause the liquid to react appropriately when it hits them.

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A liquid simulation uses geometry face normals to deflect and contain liquid, so any geometry that the liquid will hit needs to have its normals oriented to point away from the deflecting surface. If an object created with certain Maya tools such as the Revolve tool, it is not uncommon to find that the default normals point inside the vessel rather than outward from it. With such an object, the flow of the liquid won't be contained; the liquid will flow right through it.

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Running the Simulation

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Once all the necessary scene elements are in place, you can run the simulation to see the fire or liquid effects in action.

  1. Select the Phoenix Simulator object (the box around the emitters).

  2. In the Attribute Editor, locate the the Stop Frame parameter in the Simulation rollout. Increase this value from 0 to a larger frame number such as 30.

  3. In the Simulation rollout, click the Start button. The simulation will start running.
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While running the simulation, you will see the fire or liquid flowing in the active viewport.

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