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This scene demonstrates how to set up a rocket launch scene using Phoenix. A Fire Source in Volume Inject mode is used for the smoke emission from the rocket and the boosters. Another two Fire Sources in Volume Brush mode are used to change the RGB color of the smoke near the ground to give it more variation. Since the scene has a lot of geometry and we wish only a few parts of it to interact with the simulation, the Scene Interaction is set to Include list and only the objects relevant to the simulation are picked. For the rendering the Smoke Scattering is set to Ray-traced in order to get more realistic scattering of the light through the smoke. The Phase Function for the smoke is set to 0.7 so that the light can scatter more and give the lighter smoke steam appearance. The scene contains a primitive called "Blocker" which is a Solid Object until frame 74 and holds the smoke generated by the Boosters below the Launchpad, after frame 75 the Blocker is set to a Non-Solid Object and the smoke can start travel upwards.

The starting Grid Resolution is around 2-3 million cells attached scene is using starting Grid Resolution of 1.66 million cells, Voxel Size of 0.397m and the Adaptive Grid is set to Smoke, so the Grid will automatically expand when it's needed and reaches 800 million cells in its final stage.

The . The examples below demonstrate the results with two Grid Resolutions scaled to 2 billion cells and 800 million cells.

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