The liquid particles from the honey simulation are used in a Phoenix Particle Shader. The Count Multiplier is set to a value of 0.005 so that just only a few particles will be rendered. The render mode for the Particle Shader is set to Bubbles.
Make sure to simulate the liquid with ID channel exported from the Output rollout so that the Count multiplier would always remove the same particles during animation.
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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 ID. This ID is used as an input of the Polygon ID 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:
- Outgoing Velocity 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 fire color, light emission, shape and a lot more from here.
Image RemovedImage AddedThe scene uses Particle flow system as a source with a short particle lifespan. The Smoke Dissipation is set to a value of 0.95 9 which makes the smoke dissolve quickly. The Conservation is set to PCG Symmetric and the Quality to 40 50so we can have a nice swirling motion. The Steps Per Frame parameter is set to 2for compensating the fast moving fluid.