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Resimulation is a process that uses existing cache files (with exported Grid Velocity) as a base for a new simulation pass. It works differently for Fire/Smoke and Liquid simulations.
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You You can resimulate over the already resimulated cache files. By default Phoenix reads from a cache sequence and creates another resimulated cache sequence. But you can also use the same path as Resimulation Input and Ouput and overwrite the simulated cache sequence each time you run a new resimulation. For example, this way you can keep increasing the resolution every time you run a new resimulation, and repeat this many times. |
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Due to the difference between the compression algorithms used by Phoenix's AUR format and the OpenVDB format, the resimulation process may produce a different result when using exported VDB caches as opposed to Aura caches if the Storage Quality option in the Output is not the maximum 20 (i.e. is not Lossless). |
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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Resimulation rollout |
Parameters
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Affect | rsAffect – Specifies which part of the simulator to be affected during the resimulation.
Grid – Simulates only the grid content. If there are existing particle groups in the input cache, they will be directly copied to the new cache.
Particles – Simulates only particle groups (i.e. foam/splashes/drag particles). The grid will be directly reused from the input cache.
Both – Simulate both grid and particles.
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Particle Resimulation
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Grid Resimulation
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Splash and Mist | rsPartSplash – Specifies that the splash and mist will be recalculated.
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The Affect Liquid parameter on the Splash and Mist rollout will be ignored when resimulating Splash, because the liquid is already simulated and cannot be changed without a full simulation. |
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Resimulating the Foam on Hit parameter on the Splash and Mist rollout requires Splash and Mist to be resimulated. |
Foam | rsPartFoam – Specifies that the foam will be recalculated.
Wetting | rsPartWet – Specifies that a WetMap will be recalculated.
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The Sticky Effect setting for Wetting in the Liquid rollout will be ignored when resimulating wetting. This is because the liquid is already simulated and cannot be changed without a full simulation. |
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Example: Resimulation with Wavelet Turbulence
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Time Bend Resimulation
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Phoenix has many tools for changing the animation timing of a cache sequence after it is simulated. Resimulation with enabled Time Bend Controls can produce smoother playback in cases where the Input Time Bend controls are insufficient. For For more information on Resimulating with Time Bend, see the Tips and Tricks topic on How to slow down a simulation, animate the time scale, etc.
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Example: Time Bend Resimulation
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Resimulation Cache
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During resimulation, Phoenix reads cache files from the Base Cache Files Path, performs resimulation operations, and then saves a new cache sequence in the Output and Render Path. For information on changing the default paths for resimulation, see the Tips and Tricks pagepage. |
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You can use the same Output and Render Path as the Base Cache Files Path, and this way Phoenix will not create a separate cache sequence for resimulation, but will overwrite the base simulation caches instead. It's valid to do so if you need a more complicated setup or when not enough disk space is available. This way you can increase the resolution more and more each time you start a resimulation. |
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