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Phoenix Simulators are divided into two types:

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  • Fire/Smoke Simulators, which can produce gaseous effects like fire, smoke and explosions, as well as sparks or embers and so forth.
  • Liquid Simulators, which can create pouring or flowing liquids, or any simulation that needs foam or mist, such as coffee or waterfalls.

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Another way to create a Simulator is to click the Fire/Smoke Simulator or Liquid Simulator button in the Phoenix Toolbar, then draw on screen as if you are creating a 3ds Max Box. The length, width, and height of the grid are set by the size of the simulator. The grid size can be changed afterward, in the simulator object's Modify panel.

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Simulator placed to include both the object and fire effectFire/Smoke Simulator

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Liquid Simulator

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The simulator should contain the object which will emit the fire or liquid, and the area into which the fire or liquid will flow. The simulation will be contained completely inside the grid.

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When rendering other particle types besides Phoenix Liquid Particles, Phoenix also has a separate Particle Shader geometry type, which is used to shade particles.

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The Particle Shader component is most often used in conjunction with the Liquid Simulator to shade particles such as Splash, Mist and Foam. However, it can also shade particles created from the Fire/Smoke Simulator, as well as standard particle systems such as Particle Flow, or particles from plugins like tyFlow, thinkingParticles, Krakatoa, etc. Note that while it is a geometry type in 3ds Max, the Particle Shader is not a simulator.

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