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UI Path: ||Select Fire Smoke Simulator| FireSmokeSim|> Modify panel > Dynamics rollout

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General

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InertialForcesInertialForces
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idFireSmoke_Dynamics_MotionInertia

Expand – Opens a floating dialog that contains the selected rollout and automatically folds the command panel rollout.

? – Opens up the help documents for the Fire/Smoke Dynamics.

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Motion Inertia | ext_wind, inert_mul – When enabled, moving the simulator object over a series of frames causes inertial forces in the opposite direction of the movement. This allows you to link the simulator to a moving object and keep the size of the grid relatively small, as opposed to creating a large grid that covers the entire path of the moving object. Motion Inertia can be used for moving ground and water vehicles, torches, fireballs, rockets, etc.

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idFireSmoke_Dynamics_Gravity

Gravity | gravgmulextgrav – Phoenix Gravity makes the liquids fall down and makes fire rise up. In fire/smoke simulations it creates velocities depending on the Temperature channel. In voxels where the Temperature is above 300 (in Kelvins, which is room temperature), Gravity will create upwards velocities. Where Temperature is below 300, the opposite will happen - velocities will be created pointing downwards. The hotter the fluid, the faster it will rise, and the cooler the fluid below 300, the faster it will fall down. The Gravity option is a multiplier, so using the default 1.0 will make it behave like real world gravity, setting it to 0.0 will disable its effect completely, and you can also use negative values, which will inverse the gravity effect.

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idFireSmoke_Dynamics_TimeScale

Time Scale | timescale – Specifies a time multiplier that can be used for slow motion effects. In order to achieve the same simulation look when changing the time scale, the Steps Per Frame value must be changed accordingly. For example, when decreasing the Time Scale from 1.0 to 0.5, Steps Per Frame must be decreased from 4 to 2. And of course, all animated objects in the scene (moving objects and sources) must be adjusted as well. Time Scale different than 1 will affect the Buildup Time of Particle/Voxel Tuners and the Phoenix Mapper. In order to get predictable results you will have to adjust the buildup time using this formula:
Time Scale * Time in frames / Frames per second

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idFireSmoke_Dynamics_Cooling

Cooling | cooling – This parameter controls the cooling of the fluid due to radiation. It gradually decreases the temperature until it reaches 300.

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Phoenix temperatures are in Kelvin, so 300 is room temperature - the temperature where the smoke neither ascends nor descends. A Cooling value of 1.0 corresponds approximately to the speed real smoke with a half thickness of 4 meters cools down. The real cooling is a very complicated process similar to the Global Illumination rendering, so here a simplified formula is used. You can find out more about Phoenix Grid Channel Ranges here.

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idFireSmoke_Dynamics_SmokeDissipation

Smoke Dissipation | smdiss – Used in simulations where the smoke needs to disappear, for example steam, clouds, etc. If you set this parameter to the maximum value of 1, the smoke will disappear immediately.

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idFireSmoke_Dynamics_SmokeBuoyancy

Smoke Buoyancy | smoke_bcy – The buoyancy of the smoke. Positive values make the smoke move upwards. Negative values make it move downwards.

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idFireSmoke_Dynamics_FuelBuoyancy

Fuel Buoyancy | fuel_bcy – Specifies the buoyancy of the fuel.

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