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UI Text Box
typetip

UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Scene Interaction rollout


Parameters

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Interaction Set | interactionSet – Specifies a set that defines a list of objects to include/exclude from the simulation. All other objects in the scene are excluded/included respectively.

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Exclude Hidden Objects | interExcludeHidden  – When enabled, the hidden objects will be excluded regardless of the Interaction Set content. Templated objects (using Display Layers in the Channel Box or Drawing Overrides on the Shape node) are also considered hidden.

Ignore Render Layers | interRenderLayer – When enabled, the render layers will be ignored during the simulation. Otherwise, the simulator will interact only with objects in the current layer.

 


Geometry

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ObjectVoxels
ObjectVoxels
Object voxels Geom Border Voxels | objectVoxels – This option is valid only for Fire/Smoke simulations. The Fire/Smoke simulator is a grid-based simulator, and geometry is converted into voxel form in order to interact with the fluids. The voxels overlapped by Solid geometry obstacles are frozen and processed in a different way. When a given voxel is half-way inside the geometry, this option helps you choose whether this voxel is going to be frozen or not. Even if this does not produce significant changes in the simulation, in rendering you might see a gap between the fire/smoke and obstacles in Circumscribed mode. On the other hand, very thin obstacles might be missed by the simulation if you use Inscribed mode, so it would be better to use Circumscribed for such geometries. You can also override the voxel mode per object from the Phoenix Object Properties extra attribute. For more information, see the Object Voxels example below.

Circumscribed – All voxels that intersect the surface are considered solid.
Center – The surface voxels are considered solid only if their bigger part lies in the object.
Inscribed – All voxels that have intersection with the surface are considered non-solid.

UI Text Box
typenote

The Geom Border Voxels Object voxels setting is a simulation option. If its value changes, the simulation must be calculated again for the changes to take effect.

Object Motion Velocity | objectVelocity – Controls how to calculate the motion of the solid objects inside the simulator.

Transformation Only – The movement will be calculated only using the transformation of the object as a whole.
Per Vertex – Along with the global transformation, a per vertex velocity will be also calculated. Note that the count and the order of the vertices must not change during the simulation.
Motion Vector Color Set – Along with the global transformation, Phoenix will add the velocities from the color set defined in the "Motion Vector Color Set" attribute of the mesh.

Use Viewport Subdivision | objectViewSubd – When enabled, the viewport subdivision will be used for simulation.

 


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ObjectVoxelsExample
ObjectVoxelsExample

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Example:

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Geom Border Voxels

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UI Text Box
typeinfo

The example below shows the difference in emission when the object uses Inscribed (voxels intersecting the surface are non-solid therefore do not emit) vs Circumscribed (voxels intersecting the surface are solid) voxelization.

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Object voxels = Inscribed
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Object voxels = Circumscribed

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