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This scene demonstrates how to set up a pool scene using Phoenix. The pool and the ocean simulator used for the background are both using Pure Ocean mode, which creates a flat ocean surface up to the Ocean Level height. It does not need loaded caches and if there are any, it ignores their content, so no simulation details will show. Thus changing frames and generating the ocean surface is very quick. A Phoenix Ocean texture is used to displace the pool and ocean surfaces and give them the characteristic water surface look.
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This scene demonstrates how to set up a rocket launch scene using Phoenix. A Fire Source in Volume Inject mode is used for the smoke emission from the rocket and the boosters. Another two Fire Sources in Volume Brush mode are used to change the RGB color of the smoke near the ground to give it more variation. Since the scene has a lot of geometry and we wish only a few parts of it to interact with the simulation, the Scene Interaction is set to Include list and only the objects relevant to the simulation are picked. For the rendering the Smoke Scattering is set to Ray-traced in order to get more realistic scattering of the light through the smoke. The Phase Function for the smoke is set to 0.7 so that the light can scatter more and give the lighter smoke steam appearance. The scene contains a primitive called "Blocker" which is a Solid Object until frame 74 and holds the smoke generated by the Boosters below the Launchpad, after frame 75 the Blocker is set to a Non-Solid Object and the smoke can start travel upwards.
The attached lower resolution scene is using starting Grid Resolution of 1.66 7 million cells, Voxel Size of 0.397m and the Adaptive Grid is set to Smoke, so the Grid will automatically expand when it's needed and reaches 800 million cells in its final stage at Frame 300.
The attached higher resolution scene is using starting Grid Resolution of 47 million cells, Voxel Size of 0.13m and the Adaptive Grid is set to Smoke, so the Grid will automatically expand when it's needed and reaches 23 billion cells in its final stage at Frame 300.
The examples below demonstrate the results with two Grid Resolutions scaled to 2 23 billion cells and 800 million cells.
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Grid Resolution of around 2 23 billion cells, simulated on a machine with 256GB of RAM |
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