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Static Clouds

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UI Button
newWindowtrue
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titleScene (20.84 99 MB)
urlhttps://drive.google.com/uc?export=download&id=1-Y8-xPIPib_80nebTzW5rjCYQAqyH8Lw

In this scene, the geometry of the tablet is Solid at first and then, after 25 frames, is becoming a Non-Solid object. The tablet emits Foam particles through a Liquid Source in Surface Force mode. The Emit Liquid option on the Source is disabled so the liquid volume won't increase with time. The glass is filled with liquid using a ready geometry which has Initial Liquid Fill enabled in its Phoenix FD Extra Attributes (check Using Initial Liquid Fill with Containers for more details on how to easily crease such geometry). The amount of born Foam particles is animated in time so that the Foam is emitted only when the tablet geometry is underwater. Foam simulation is enabled in the Simulator, but the Foam Amount is set to 0, so that the Foam particles won't be born by natural conditions such as high liquid acceleration, but instead only by the Source. Foam Variation Small is set to 8, while Variation Large is set to 0.7, so that the smallest bubbles would be much smaller than the Foam Size, while bigger bubbles would not be much larger or they would appear unnatural. The Size Distribution is set as high as 400, so that there will be a very large number of small bubbles, but not many larger ones. The Foam Half Life is set very low to 0, so that bubbles would die as soon as they reach the surface (no matter how low the Half Life is, Foam particles would not die under water as bubbles won't look naturally if they do so). The scene uses a very low Grid Resolution - only 600K voxels, because the liquid does not need much detail and the main focus is on the Foam particles.

The scene is rendered in Isosurface render mode and uses the glass geometry as Render Cutter. The Isosurface Level is deliberately set below the default 0.5 - down to 0.3 - so that the liquid volume would expand and would entirely intersect the glass geometry. This way the Render Cutter would clearly cut the liquid without any remaining air pockets between the liquid and the glass.

The Particle Shader has the glass mesh set as Glass Geometry so that bubbles touching the glass walls would be rendered correctly.

182VsglZY8wnwN0fskcHknIROXyf4ofUT
 

This scene demonstrates how to set up a static clouds scene using Phoenix. A Fire Source in Volume Brush mode is filling the cloud shaped emitter geometry over time. The smoke channel is mapped with a noise texture in order to give the cloud shape more randomized and wispy look. The Input is set to Cache Index mode so that a single cache file will be used through the whole animation sequnce. For the rendering the Smoke scattering is set to Ray-traced in order to get more realistic scattering of the light through the clouds. 

Software used: Phoenix 4.41.00, V-Ray 5 Update 1.3, 3ds Max 2018

 

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Sink

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newWindowtrue
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titleScene (1.46 MB)
urlhttps://drive.google.com/uc?export=download&id=1an76ejbjtpzBr-oUIaizMp4GFNqbleau
 

This scene demonstrates how to set up a simple sink scene using Phoenix. There are two Liquid sources, one for the faucet and another one using negative Outgoing velocity in order to consume some liquid and prevent the sink from filling up. In order for the sink to be filled with some liquid at the start, a simple box is used with the Initial Fill option enabled in its Phoenix Properties. The steps per frame are set to 12 in order to compensate for the fast moving liquid particles.

Software used: Phoenix 4.40.00Software used: Phoenix 4.41.02 Nightly from 27.08.2021, V-Ray 5 Update 1.3, 3ds Max 20182, 3ds Max 2018

 

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Boiling Liquid using the Particle Tuner

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newWindowtrue
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titleScene (0.99 MB287 kB)
urlhttps://drive.google.com/uc?export=download&id=182VsglZY8wnwN0fskcHknIROXyf4ofUT1W5ZgqYP9LVkH0_U2K2iEOSsuFFtHkgcN
 

This scene demonstrates how to set up a static clouds scene using Phoenix. A Fire Source in Volume Brush mode is filling the cloud shaped emitter geometry over time. The smoke channel is mapped with a noise texture in order to give the cloud shape more randomized and wispy look. The Input is set to Cache Index mode so that a single cache file will be used through the whole animation sequnce. For the rendering the Smoke scattering is set to Ray-traced in order to get more realistic scattering of the light through the clouds. 

Software used: Phoenix 4.41.00, V-Ray 5 Update 1.3, 3ds Max 2018

 

setup boiling liquid with foam, where the foam size is based on the distance to a certain object using Phoenix. The scene uses dummy non-renderable geometry to fill the teapot with liquid at the start of the simulation using the Initial Liquid Fill option.

A Liquid Source in Volume Inject mode, using pFlow particles as an emitter is used to stir up the liquid and create the boiling effect. 

The Foam particles are enabled in the Simulator. Then in the Output rollout of the Simulator the particle Velocity, ID, Age, RGB and Size channels for the Foam are enabled.

There are 5 Particle Tuners in the scene. The first two change the color of the foam particles based on their age. The third Particle Tuner takes the red foam particles that are inside of a text object and have an age of over two seconds and makes them bigger. 

The fourth Particle Tuner makes all the foam particles outside of the text object smaller. Finally the fifth Particle Tuner sets the Velocity on the Z axis for the bigger foam particles to 0 - preventing them from bouncing up and down.

Software used: Phoenix 4.40.00V-Ray 5 Update 1, 3ds Max 2018

 

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Underwater Explosion

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UI Button
newWindowtrue
icondownload
titleScene (1.46 MB128 kB)
urlhttps://drive.google.com/uc?export=download&id=1an76ejbjtpzBr-oUIaizMp4GFNqbleau18IU7hAvL6CF19OmyVq1EiK2tMdSZwonR
 

This scene demonstrates how to set up a simple sink scene setup an underwater explosion using Phoenix. There are The scene uses two Liquid sources, one for the faucet and another one using negative Outgoing velocity in order to consume some liquid and prevent the sink from filling up. In order for the sink to be filled with some liquid at the start, a simple box is used with the Initial Fill option enabled in its Phoenix Properties. The steps per frame are set to 12 in order to compensate for the fast moving liquid particles.

Software used: Phoenix 4.40.00, V-Ray 5 Update 1.2, 3ds Max 2018

 

animated Liquid Sources in Volume Inject mode to get more interesting shape of the explosion. Each emitter has different geometry and animation for the Inject Power.

The Grid resolution is crucial for this setup. It controls the amount of particles emitted through the source and thus makes the explosion bigger or smaller. The scene scale is lowered to 0.5 to make the simulation a little bit faster in terms of speed for the water and the particles movement.  The Foam and Splash particles are enabled in the Simulator. 

In the Splash settings some of the particles are converted to Mist and the Foam on hit is set to 1 so that when the splashes collide with the liquid they will create foam.

In the Foam settings the rising and the falling speed of the foam contribute to foam movement and the large scale look of the explosion. To get a more interesting look for the foam the Foam Patterns are set to 0.4.  

Additionally Phoenix Plain Force and a Turbulence Force are added to enhance the movement of the mist.

Software used: Phoenix 4.41.02 Nightly from 20.08.2021, V-Ray 5 Update 1, 3ds Max 2018

 

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thinkingParticles Explosion

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UI Button
newWindowtrue
icondownload
titleScene (287 kB36 MB)
urlhttps://drive.google.com/uc?export=download&id=1W5ZgqYP9LVkH0_U2K2iEOSsuFFtHkgcN1aXD51RmKh1ujLO07QkDEj3Xx-Gx0ut5s
 

This scene demonstrates how to setup boiling liquid with foam, where the foam size is based on the distance to a certain object using Phoenix. The scene uses dummy non-renderable geometry to fill the teapot with liquid at the start of the simulation using the Initial Liquid Fill option.

A Liquid Source in Volume Inject mode, using pFlow particles as an emitter is used to stir up the liquid and create the boiling effect. 

The Foam particles are enabled in the Simulator. Then in the Output rollout of the Simulator the particle Velocity, ID, Age, RGB and Size channels for the Foam are enabled.

There are 5 Particle Tuners in the scene. The first two change the color of the foam particles based on their age. The third Particle Tuner takes the red foam particles that are inside of a text object and have an age of over two seconds and makes them bigger. 

The fourth Particle Tuner makes all the foam particles outside of the text object smaller. Finally the fifth Particle Tuner sets the Velocity on the Z axis for the bigger foam particles to 0 - preventing them from bouncing up and down.

use the Phoenix operators inside of thinkingParticles. The Phoenix TP Birth operator creates particles based on the smoke channel of the Phoenix simulation. Then the created particles are advected using the velocity data from the Phoenix simulation through the Phoenix TP Force operator. Finally the Phoenix TP Sample operator reads the data from the Phoenix simulation and uses the Speed channel to set the Size variation of the tP particles. The Speed data from the Phoenix simulation is also passed to the Vertex color of a cube geometry, used as a Shape instance in the scene.

For the rendering part, the particle material is using Phoenix Grid Texture that reads the Fire color from the Phoenix simulation and sends it to the Self-Illumination slot of a V-Ray Material. For the Diffuse part of the shader - V-Ray Comp texture is used to multiply a concrete texture with the Vertex color data.

Software used: Phoenix 4.20.00, thinkingParticles V6.8.166, V-Ray Next Update 3, Software used: Phoenix 4.40.00V-Ray 5 Update 1, 3ds Max 2018

 

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Shower

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UI Button
newWindowtrue
icondownload
titleScene (128 kB7.73 MB)
urlhttps://drive.google.com/uc?export=download&id=18IU7hAvL6CF19OmyVq1EiK2tMdSZwonR1chiMYhvrTyd_8Z8r6Hlll-HKM1P9Ujxr
 

This scene demonstrates how to setup an underwater explosion set up a simple shower scene using Phoenix. The scene uses two animated Liquid Sources in Volume Inject mode to get more interesting shape of the explosion. Each emitter has different geometry and animation for the Inject Power.

The Grid resolution is crucial for this setup. It controls the amount of particles emitted through the source and thus makes the explosion bigger or smaller. The scene scale is lowered to 0.5 to make the simulation a little bit faster in terms of speed for the water and the particles movement.  The Foam and Splash particles are enabled in the Simulator. 

In the Splash settings some of the particles are converted to Mist and the Foam on hit is set to 1 so that when the splashes collide with the liquid they will create foam.

In the Foam settings the rising and the falling speed of the foam contribute to foam movement and the large scale look of the explosion. To get a more interesting look for the foam the Foam Patterns are set to 0.4.  

Additionally Phoenix Plain Force and a Turbulence Force are added to enhance the movement of the mist.

Software used: Phoenix 4.41.02 Nightly from 20.08.2021, V-Ray 5 Update 1, 3ds Max 2018

 

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shower nozzles are added to the Liquid source with some noise for the Outgoing Velocity in order to randomize the emission. The steps per frame are set to 10 in order to compensate for the fast moving liquid particles.

Software used: Phoenix 3.12.00, V-Ray Next, 3ds Max 2015

 

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Fountain

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UI Button
newWindowtrue
icondownload
titleScene (1.1 MB)
urlhttps://drive.google.com/uc?export=download&id=1CrKYSgflaMA-1oJ21wuKCUKGj4dHAJAQ
 

This scene demonstrates how to set up a simple fountain scene using Phoenix. There are four different sources with added noise for the Outgoing velocity in order to randomize the emission. The rendering of the Liquid simulator is disabled and the liquid particles are rendered as points using the Phoenix Particle Shader. For the ground material a Phoenix Particle Texture which uses the Wetmap particles is used as a mask to blend between a dry and wet material.

Software used: Phoenix 3.10.00, V-Ray 3.60.04, 3ds Max 2015

UI Button
newWindowtrue
icondownload
titleScene (36 MB)
urlhttps://drive.google.com/uc?export=download&id=1aXD51RmKh1ujLO07QkDEj3Xx-Gx0ut5s
 

This scene demonstrates how to use the Phoenix operators inside of thinkingParticles. The Phoenix TP Birth operator creates particles based on the smoke channel of the Phoenix simulation. Then the created particles are advected using the velocity data from the Phoenix simulation through the Phoenix TP Force operator. Finally the Phoenix TP Sample operator reads the data from the Phoenix simulation and uses the Speed channel to set the Size variation of the tP particles. The Speed data from the Phoenix simulation is also passed to the Vertex color of a cube geometry, used as a Shape instance in the scene.

For the rendering part, the particle material is using Phoenix Grid Texture that reads the Fire color from the Phoenix simulation and sends it to the Self-Illumination slot of a V-Ray Material. For the Diffuse part of the shader - V-Ray Comp texture is used to multiply a concrete texture with the Vertex color data.

Software used: Phoenix 4.20.00, thinkingParticles V6.8.166, V-Ray Next Update 3, 3ds Max 2018

 

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Shower

UI Button
newWindowtrue
icondownload
titleScene (7.73 MB)
urlhttps://drive.google.com/uc?export=download&id=1chiMYhvrTyd_8Z8r6Hlll-HKM1P9Ujxr
 

This scene demonstrates how to set up a simple shower scene using Phoenix. The shower nozzles are added to the Liquid source with some noise for the Outgoing Velocity in order to randomize the emission. The steps per frame are set to 10 in order to compensate for the fast moving liquid particles.

Software used: Phoenix 3.12.00, V-Ray Next, 3ds Max 2015

 

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Fountain

UI Button
newWindowtrue
icondownload
titleScene (1.1 MB)
urlhttps://drive.google.com/uc?export=download&id=1CrKYSgflaMA-1oJ21wuKCUKGj4dHAJAQ
 

This scene demonstrates how to set up a simple fountain scene using Phoenix. There are four different sources with added noise for the Outgoing velocity in order to randomize the emission. The rendering of the Liquid simulator is disabled and the liquid particles are rendered as points using the Phoenix Particle Shader. For the ground material a Phoenix Particle Texture which uses the Wetmap particles is used as a mask to blend between a dry and wet material.

Software used: Phoenix 3.10.00, V-Ray 3.60.04, 3ds Max 2015

 

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Lava

UI Button
newWindowtrue
icondownload
titleScene (1 MB)
urlhttps://drive.google.com/uc?export=download&id=1rCdO1R5srJYnmL6Fuu7F5oWkDxYxE23d

This scene demonstrates how to use Phoenix's Variable Viscosity capabilities in order to simulate molten lava or metal cooling and hardening. The Phoenix Liquid Source used in the simulation emits liquid with a Viscosity value set to 1.0. Noise textures are used for the Outgoing Velocity, Viscosity and RGB so that the flow has some variation.

The Particle Tuner in the scene is used to increase and randomize the viscosity of the lava over time. Real-world lava solidifies as it cools down and we want to replicate this behavior. 

The shader uses a VRayBlendMaterial with VRayLight material for the hot part of the lava as the base layer and a black VRayMtl for the cold lava as the coat. The two materials are then blended with a Phoenix Grid Texture used as a mask in the Blend Material. The Grid Texture samples the Viscosity channel of the simulator so that the liquid with lower viscosity will use the hot VRayLightMaterial and the thicker liquid will use the cold VRayMtl.

Software used: Phoenix 4.10 Official Release, V-Ray Next Official Release, 3ds Max 2017

 

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