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These are small and simple tech demos showing different techniques. They are more complicated than the toolbar Toolbar Quick Setup presets but are simpler than the big Example Scenes.
Burning Forest
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UI Button newWindow true icon download title Download scene (1,48 MB) url https://drive.google.com/uc?export=download&id=1DD991iHsO3oTGMTVIVMvdX8eEr3WiNsX
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Blending Three Materials
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Water Sprinkler
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Honey Bubbles
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Droplets on a windshield
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Body Force Text Fill up
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Liquid Cascade simulation
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Fire/Smoke Cascade simulation
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Wind Tunnel
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Smoke color by age
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Gas stove flames
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Wind Tunnel
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The scene uses Plain Force to create the wind and drag particles to visualize the streamlines. Forward Transfer advection helps keeping the streamlines tight. The particles are emitted using a discharge modifier on the source to make them appear only at certain positions. Also added some Classic Vorticity. You could experiment with PCG or Direct Symmetric conservation. Additionally, you could make the grid completely 2D and use Multi-Pass advection which has a little different feel.
Fire/Smoke Cascade simulation
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The scene shows cascading setup between two simulators. The Phoenix Source clamps the texture values between 0-1 so smoke and fuel will naturally transition fine, but temperature which goes above 1 - up to several thousand Kelvin - will need to be remapped before being plugged into the source. This is why the Remap value map is added after the grid texture reading the temperature channel and remapping it in the 0 to 1 range.
- You need to enable Motion Velocity on the Brush source so that the velocities will be transferred as well and of course you need to have velocity exported from the first sim.
- The area which overlaps will be rendered twice, unless you put a box as a render cutter for the first sim.
- Grid-based self-shadowing won't work between the cascade grids - you need to switch to the slower but more robust Ray-Traced self-shadowing.
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Hot steam
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Liquid Cascade simulation
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Smoke Inside of Text
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Colorful Particle Explosion
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