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This is an Entry Level tutorial which requires no previous knowledge of Phoenix. A basic understanding of 3ds Max would be helpful but is not a prerequisite for being able to follow along.

You can download official Phoenix and V-Ray from https://download.chaos.com.

Phoenix uses Simulation objects in the scene to create fire and liquid effects. Several Quick Simulation buttons in the Phoenix Shelf can create these elements for you, with settings for common scenarios. You can also create these objects and helpers manually from the Phoenix Menu.

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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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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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