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These are small and simple tech demos showing different techniques. They are more complicated than the Toolbar Quick Setup presets but are simpler than the big Example Scenes.


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Burning Forest

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titleDownload scene (1,48 MB)
urlhttps://drive.google.com/uc?export=download&id=1DD991iHsO3oTGMTVIVMvdX8eEr3WiNsX

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Blending Three Materials

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urlhttps://drive.google.com/uc?export=download&id=1Yni-E0e4_YaUwCS6YSU4twcsfqofKz-W

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The scene shows how you can blend three materials in one Phoenix Simulator. There are 3 different Phoenix Sources and each one has a different color for the RGB channel. There is 1 pure red, 1 pure green and 1 pure blue.

A Phoenix Grid Texture is used to read the Grid RGB data from the simulator. Then each color channel of the Phoenix Grid Texture (the red, the green and the blue) are used as masks in a V-Ray Blend Material with 3 different materials used as coats.


Water Sprinkler

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titleDownload scene (583 KB)
urlhttps://drive.google.com/uc?export=download&id=1oTZNUwl6RAwt5wL3gDQ7VvCnKMwYwpd_

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The scene is using a very thin Phoenix Simulator and a small emitter cylinder inside a curved tube used to simulate a high pressure water system. In order for the fluid to be directed in a specific direction the Source is using an Emit Material that is placed on one of the faces of the emitter. Everything is set in real scale so it should fit in any project when imported - approximately 10 meters wide and 1,5m. in height.

Additionally the effect is enhanced by V-Ray Environment Fog under the water arc.


Honey Bubbles

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titleDownload scene (112 KB)
urlhttps://drive.google.com/uc?export=download&id=1MKjWJzEOFzrCRiEo22idovLLks42CcHx

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Droplets on a windshield

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urlhttps://drive.google.com/uc?export=download&id=1u2zTXN43e_x1kw3PceILzUKOUg4-BfGz

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The box is used as an emitter and for the Source's Discharge there are two noise textures used as a mask to randomize the emission and create small and big droplets.

In the Dynamics rollout the Surface Tension to 1 so that the liquid can be accumulated in a bigger drops while travelling downwards and a Droplet Formation of 0.4 is set so that droplets can be formed. The Wetting is turned on and some Sticky Liquid is added in order for the drops to stick to the surface.

As we want some drops to stay stationary and some to fall dawn there is a Phoenix Mapper node added which sets the Viscosity for the Grid to 0.2. As this works on the whole grid a noise texture is added as a mask so only some parts will be affected by the Mapper and the rest will not.


Droplet Splash

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titleDownload scene (92 KB)
urlhttps://drive.google.com/uc?export=download&id=14VPzCeVwzLIBQbT0RAR1KTlzgzWUoZf9

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Body Force Text Fill up

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titleDownload scene (203 KB)
urlhttps://drive.google.com/uc?export=download&id=1XXmcorZ_k8RWOPXHAtP1uQPG2thjxNoX

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Liquid Cascade simulation

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titleDownload scene (149 KB)
urlhttps://drive.google.com/uc?export=download&id=1M158odrw0OdIQGMJ4P_f7TWsH30gDqGU

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Fire/Smoke Cascade simulation

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titleDownload scene (106 KB)
urlhttps://drive.google.com/uc?export=download&id=1Cnvdg-2OZxXM4d4WHyheawmB7VIPz-m_

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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.



Wind Tunnel

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titleDownload scene (134 KB)
urlhttps://drive.google.com/uc?export=download&id=1_-UvUpHVRntvYj8fShia8BQaGmoyvSPm

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Smoke color by age

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titleDownload scene (117 KB)
urlhttps://drive.google.com/uc?export=download&id=1yRlAkMOOro13AiK8dXMWIbeWYJJPsh6R

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Gas stove flames

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titleDownload scene (141 KB)
urlhttps://drive.google.com/uc?export=download&id=1x3-Cy9qWWqewaQm9ZocZwMbScE1NOnpM

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This scene consists of a very simple setup: a Simulator, emitting geometry and a Fire Source. The emissive geometry is an extruded star spline that emits through polygons with the same material. This material is used as an input of the Emit Material option in the Fire Source. Of course, there are plenty of other methods to achieve this result (radial array of smaller geometries for example).
Tweaking of the following options has a significant impact on the final simulation’s result:
Discharge value in the Source;
Grid Resolution - for this kind of a scene it's pretty low;
Cooling - more cooling leads to shorter flames;
Steps Per Frame - high values produce smoother flames;
Volumetric Options - tune the flame's color, light emission, shape and a lot more from here.


Hot steam

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titleDownload scene (115 KB)
urlhttps://drive.google.com/uc?export=download&id=1rE_PjDyR0hJY9ImMfxGtceKvjd0ncjls

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Smoke Inside of Text

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titleDownload scene (2 MB)
urlhttps://drive.google.com/uc?export=download&id=1e1_BNkj7Htlrk8v13UgLDRmm2R2vcRU3

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Colorful Particle Explosion

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titleDownload scene (125 KB)
urlhttps://drive.google.com/uc?export=download&id=1K-4NjAsCdCbYXtZOdWUNnq9QgFHIGb83

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