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This rollout controls the fluid's motion parameters, which affect the fluid’s behavior when simulating.
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UI Path: ||Select Select Liquid Simulator | LiquidSim object|| > Modify panel > Dynamics rollout |
Parameters
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More often than not, those issues will be caused by the simulation moving too quickly (e.g. the emission from the source is very strong or the objects in the scene are moving very fast). In such cases you should use a higher SPF. Keep in mind that higher Steps Per Frame decreases the performance in a linear way, i.e. if you increase the SPF twice, your simulation will go twice as slow. However, the quality does not have a linear relation to the SPF. Each simulation step kills fine details, and thus for maximum detail it's best to use the lowest possible SPF that runs without any of the issues mentioned above. For additional information, please refer to Phoenix Explained. |
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Example: Motion Inertia
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The following video provides examples of moving containers with Motion Inertia enabled to show the differences between values of 0, 0.5, and 1.0. |
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Software used: Phoenix 4.30.00 Official Release
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Anchor FillupForOceanClearInside FillupForOceanClearInside
Example: Fill Up For Ocean and Clear Inside
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This example shows the Liquid voxels, with a submerged Solid ellipsoid. There are never FLIP particles inside it, but disabling Clear Inside will fill it with Liquid voxels so the liquid mesh can intersect it. |
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Example: Steps Per Frame
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The following video provides examples of moving containers with Motion Inertia enabledto show the differences between values of 0of Steps Per Frame values at 1, 0.5, and 1.0and 15. |
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Software used: Phoenix
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Example: Fill Up For Ocean and Clear Inside
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This example shows the Liquid voxels, with a submerged Solid ellipsoid. There are never FLIP particles inside it, but disabling Clear Inside will fill it with Liquid voxels so the liquid mesh can intersect itHere is the difference between Steps Per Frame values of 1 and 10 when a Source emits liquid with high velocity. |
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Example:
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Time Scale
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The following video provides examples to show the differences of Steps Per Frame values of 1, 5, and 15Time Scale with values of 0.3, 1.0, and 2.0. |
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Software used: Phoenix
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4.30.01 Nightly (02 Oct 2020)
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RGB Diffusion
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The following video provides examples to show the differences of Time ScaleRGB Diffusion with values of 0. 30, 10. 05, and 21.0. |
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Software used: Phoenix
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4.30.01 Nightly (02 Oct 2020)
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Example: Default Viscosity
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The following video provides examples to show the differences of Default Viscosity with values of 0.0, 0.5, and 1.0. |
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Example: Non-Newtonian
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The following video provides examples to show the differences of Non-Newtonian with values of 0, 0.1, and 1.0. |
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Example:
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Droplets Surfing
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The following video provides examples to show the differences of RGB DiffusionDroplets Surfing with values of 0.0, 0.5, and 1.0. |
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Software used: Phoenix
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Surface Tension
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Example: Surface Tension
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The following video provides examples to show the differences of Surface Tension with values of 0.0, 0.07, 0.28 andDroplet BreakupFormation with value of 0.0. |
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Software used: Phoenix
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Example: Droplet
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Formation
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The following video provides examples to show the differences of Droplet BreakupFormation with values of 0.0, 0.5, 1.0 and Surface Tension with value of 0.1. |
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Software used: Phoenix
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4.30.01 Nightly (02 Oct 2020)
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Wetting
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Simulation The simulation of wetting can be used in rendering for blending of wet and dry materials, depending on which parts of a geometry have been in contact with the simulated liquid. Wetting can also change the behavior of a simulated viscous liquid and make it stick to geometries. The wetting simulation produces a particle system called WetMap. It Wetmap particles are created at the point of contact between the liquid and the scene geometry, and can be rendered using a Particle Texture map which blends between a wet and a dry surface material. |
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. When used with a Blend Material, the Particle Texture acts as a mask to blend between two materials, for example, a wet material and a dry surface material. This way, geometry covered by WetMap particles can appear wet, and the rest of the geometry can appear dry. |
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Example: Consumed Liquid
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The following video provides examples to show the differences of Consumed Liquid values of 0, 0.1, and 0.3. |
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Software used: Phoenix
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4.30.01 Nightly (02 Oct 2020)
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Example: Sticky Liquid without Viscosity
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The following video provides examples to show the differences of Sticky Liquid values of 0, 0.5, and 1, when the Viscosity is set to 0. |
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Software used: Phoenix
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Example: Sticky Liquid and Viscosity
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The following video provides examples to show the differences of Viscosity values of 0.1, 0.5, and 1.0 and Sticky Liquid with value of1.0. |
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Software used: Phoenix
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Example: Sticky Liquid with different amount of fluid
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The following video provides examples to show the differences of Surface Force values of 50, 500, and 1000, Sticky Liquid with value of 0.5 and Viscosity with value of 0.3. |
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Software used: Phoenix
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Active Bodies
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Note that interaction |
Active Bodies
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The Active Bodies simulation currently supports interaction between scene geometry and the Phoenix Liquid Simulator. When an object is selected as an Active Body, the simulation both influences and is influenced by the Active Body's movement. Mutual interaction between the Active Bodies themselves is not supported yet. Interaction between Active Bodies and the Phoenix Fire/Smoke Simulator is not supported. For in-depth information on Active Bodies, please check the Active Bodies Setup Guide. |
Active Bodies | use_activeBodySolverNode – Enables the simulation of Active Bodies.
Active Body Solver | activeBodySolverNode – Specifies the Active Body Solver node holding the objects to be affected by the Phoenix Simulation.
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Chaos Phoenix can make a ship, or ice cubes, or other geometry float in water using the Active Bodies feature, which introduces Rigid Body Dynamics for specified Active Body objects. Phoenix can even simulate waves that can carry Active Body objects around, or wash them away.
To use Active Bodies, you’ll need to create an Active Body Solver component, and specify the scene geometry which will partake in the Active Bodies simulation. Then, in the simulator’s Dynamics rollout, enable the Active Bodies parameter, and specify the Active Body Solver node.
You can then set the density and other Active Body properties in the Phoenix Per-Node Properties menu for each Active Body object.
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The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation. If such simulated texture coordinates are not present for mapping, textures assigned to your simulation will appear static, with the simulated content moving through the image. This undesired behavior is often referred to as 'texture swimming'. UVW coordinates are generated by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output rollout for the settings below to have any effect. The custom UVW texture coordinates can be used for advanced render-time effects, such as recoloring of mixing fluids, modifying the opacity or fire intensity with a naturally moving texture, or natural movement of displacement over fire/smoke and liquid surfaces. Some examples uses are:
The Texture UVW channel values represent the UVW coordinates of each Cell in the Simulator, with a range of [ 0 - 1 ]. The channel is initialized when a simulation is started in one of two ways:
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Active Bodies simulation currently supports interaction between scene geometry and the Phoenix Liquid Simulator. When an object is selected as an Active Body, the simulation both influences and is influenced by the Active Body's movement. |
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For more information on Active Bodies, please check out the Active Body Solver and the Active Bodies Setup Guide. |
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Texture UVW
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The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation. If such simulated texture coordinates are not present for mapping, textures assigned to your simulation will appear static, with the simulated content moving through the image. This undesired behavior is often referred to as 'texture swimming'. UVW coordinates are generated by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output rollout for the settings below to have any effect. The custom UVW texture coordinates can be used for advanced render-time effects, such as recoloring of mixing fluids, modifying the opacity or fire intensity with a naturally moving texture, or natural movement of displacement over fire/smoke and liquid surfaces. For more information, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page. |
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Example: Interpolation
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The following video provides examples to show the differences of Interpolation values of 0, 0.1, and 1, and an Interpolation Step with value of 1.0. |
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Software used: Phoenix
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Example: Interpolation Step
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The following video provides examples to show the differences of Interpolation Step values of 1, 3, and 6, and an Interpolation with value ofof 1.0. |
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Software used: Phoenix
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4.30.01 Nightly (02 Oct 2020)
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