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The following samples illustrate the usage of different features in Chaos Phoenix.
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Coffee
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Software used: Phoenix 5.10.00 Official Release, V-Ray 6, hotfix 3 Official Release, 3ds Max 2018
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Pool
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Rocket
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Grid Resolution of around 1.35 billion cells, simulated on a machine with 256GB of RAM |
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Grid Resolution of around 413 million cells, simulated on a machine with 64GB of RAM |
Static Clouds
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Software used: Phoenix 4.41.00, V-Ray 5 Update 1.3, 3ds Max 2018
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Sink
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Software used: Phoenix 4.40.00, V-Ray 5 Update 1.2, 3ds Max 2018
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Boiling Liquid using the Particle Tuner
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Software used: Phoenix 4.40.00, V-Ray 5 Update 1, 3ds Max 2018
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Underwater Explosion
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Software used: Phoenix 5.01.00 Nightly from 23.08.2022, V-Ray 6 Hotfix 2, 3ds Max 2018
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thinkingParticles Explosion
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Software used: Phoenix 4.20.00, thinkingParticles V6.8.166, V-Ray Next Update 3, 3ds Max 2018
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Shower
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Software used: Phoenix 3.12.00, V-Ray Next, 3ds Max 2015
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Fountain
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Software used: Phoenix 3.10.00, V-Ray 3.60.04, 3ds Max 2015
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Beach waves
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Software used: Phoenix 3.10.01 nightly (24 Mar 2018), V-Ray 3.60.04, 3ds Max 2014
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Volcano
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Smoke and fire following a path
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This setup uses the FollowPath helper in order to guide two separate simulations of smoke and fire along spline curves. The smoke simulation must be run before the fire simulation. Note that the FollowPath force can be used for liquids as well.
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Car tire burnout
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The scene uses classic Vorticity for this one. PCG Symmetric conservation is used as it is more detailed than Smooth. The Conservation Quality is set to 20 so the smoke rolls better. Simulation steps are set to 2 - 1 step is not enough and the smoke starts becoming grainy due to the high velocity, but more than 2 starts to smooth out the smoke a bit too much.
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Lava lamp
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Three forces are used in the scene. Two BodyForce helpers on the top and bottom of the lamp to give the fluid its vertical motion, and a Turbulence field that adds chaotic changes in the velocity field to break the bubbles apart.
The BodyForce helpers are set up such that each one affects only half the lamp. The bottom one pushes the liquid upwards, and the top one pushes it back down. After a while, the fluid loses its momentum and the system reaches equilibrium. To avoid this, a weak turbulence has been added that prevents the system from balancing and introduces additional fluid splitting forces.
A polygon grid has been added at the bottom of the lamp to help the fluid collect there, just like it does in real Lava Lamps.
The Liquid Source is in Volume Brush Emit Mode, connected to a Sphere. The "Non-Solid" option is enabled on the Sphere for the Volume Brush mode to work.
The discharge parameter is animated - if you'd rather have more/less liquid in the lamp, you can simply move the key along the timeline or input a different value for this parameter.
Play Speed is set to 0.4 to slow down the playback of the simulation.
You can play with the Random Seed value on the Turbulence node to get different looking simulations with little effort.
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Liquid morphing
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Both solid and non-solid modes are supported. When the object is solid, the liquid will be pushed to its surface. When the object is non-solid, the liquid would fill the object. This scene uses non-solid objects which are made non-renderable and their volume is filled. The strength of each force is animated in order to produce the morphing. The forces are activated sequentially and the liquid takes the shape of the currently active force.
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Fireplace
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Software used: Phoenix 4.40.00, V-Ray 5 Update 1, 3ds Max 2018
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Chocolate
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When simulating viscous liquids, you have to enable the Wetting and the Sticky Liquid. Otherwise, the liquid will not stick to the objects. Another important point in this scene is the Mesh smoothing. It is very important to enable Liquid Particles for smoothing, because otherwise, the animation may flicker. To use particle-based smoothing, the liquid particles must be exported. See the Output rollout for more information.
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Ink in water
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This example demonstrates a technique for rendering thin smoke layers, ink in water, etc. The technique is particle-based and uses the Point mode of the Particle Shader. To achieve good smoothness, more than 50M particles are used. This produces huge cache file sizes of up to 1GB per frame. Thus, the Preview is switched off because loading of the file in the memory can take longer than the simulation itself. You may re-enable the preview if you want to observe the simulation process.
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Nuke
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This scene demonstrates how to create a highly symmetrical nuclear mushroom cloud. The setup contains a spherical emitter which creates the fireball, as well as a particle system, created using PFlow which expands in the shape of a ring and creates the blast wave. The scene uses Direct Symmetric Conservation with high Quality in order to produce good rolling of the vortex ring that forms from the fireball, and Massive Vorticity is used in order to give more detail to the smoke.
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This example shows how to connect two simulators in a cascading way and how to avoid the moving container problem. The scene uses two simulators. You have to run bottlesim first and once it finishes, run glasssim. The liquid transfer is achieved by setting the first simulator in the Cascade Source slot of the glass simulator's Grid rollout.
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RGB Explosion
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This setup uses several PFlow particle systems that are connected to separate Phoenix Sources, each one emitting different RGB color. As the explosion unfolds, the colors are mixed in order to produce a more realistic look, as actual explosions usually involve different materials which have different colors as well. A Plain Force helper is used to produce wind which directs the smoke produced by the initial blast sideways.
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Looped bubbles
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Software used: Phoenix 4.41.02 Nightly from 02.09.2021, V-Ray 5 Update 1, 3ds Max 2018
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