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The video below shows how to use the Active Bodies to make a boat float and follow a predefined trajectory, reacting to the simulation automatically — without the need to create keyframes by hand.


Want to follow along but don’t have a license?

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<iframe width="960" height="540" src="https://www.youtube.com/embed/FSCpwoaxCWY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 


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ActiveBodiesFlood
ActiveBodiesFlood
How to wash away objects in a flood using Active Bodies

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<iframe width="960" height="540" src="https://www.youtube.com/embed/VibZZrH_ATM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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renderTpParticles
renderTpParticles
How to render thinkingParticles using the Particle Shader and Particle Texture

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<iframe width="960" height="540" src="https://www.youtube.com/embed/GPCCP-puAzY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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tpOperatorsBirtAndAdvect
tpOperatorsBirtAndAdvect
How to create and advect thinkingParticles using Phoenix FD

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<iframe width="960" height="540" src="https://www.youtube.com/embed/qPOKh_iemB4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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TexUvwInheritUVs
How to inherit the UVs of your emitter objects using TexUVW

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<iframe width="960" height="540" src="https://www.youtube.com/embed/IDDDt4XvZpU" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 


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TexUvwAddMoreDetail
How to add more detail to the color and opacity of volumes using TexUVW

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<iframe width="960" height="540" src="https://www.youtube.com/embed/HMyqcKXAdcc" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 


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EmitSmokeByDistance
EmitSmokeByDistance
How to spawn smoke along a surface using the Voxel Tuner

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<iframe width="960" height="540" src="https://www.youtube.com/embed/o2vsk1xqzw8" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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EmitSmokeByTemperature
EmitSmokeByTemperature
How to emit smoke when temperature reaches certain value using the Voxel Tuner

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<iframe width="960" height="540" src="https://www.youtube.com/embed/Fjm8m5Si5Ig" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 


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DivideLiquidsByColor
DivideLiquidsByColor
How to mix and divide liquids based on their color with the Particle Tuner

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<iframe width="960" height="540" src="https://www.youtube.com/embed/rq8eyiHiF5A" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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DeleteBasedOnVelocity
DeleteBasedOnVelocity
How to delete particles using Velocity data with the Particle Tuner

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<iframe width="960" height="540" src="https://www.youtube.com/embed/5zW3Y7cWYRM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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ObjectMelting
ObjectMelting
How to melt an object using the Particle Tuner

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RedshiftRendering
RedshiftRendering
How to render Phoenix FD VDB caches with Redshift

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ArnoldRendering
ArnoldRendering
How to render Phoenix FD VDB caches with Arnold

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<iframe width="960" height="540" src="https://www.youtube.com/embed/ZwV30QgCVPM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 


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restore
restore
How to restore а Phoenix FD simulation

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backburnerSim
backburnerSim
Simulation with Phoenix FD using Autodesk Backburner

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titleSimulation with Autodesk Backburner
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Click the Phoenix Simulator → Output rollout → Set output cache file location.

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Start Backburner Manager, Server and Monitor.

Default Path: C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Autodesk Backburner 20xx

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In the Backburner Monitor go to Manager → Connect manager and set the corresponding IP address.

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Click the Phoenix FD top menu → Submit Simulation to Backburner.

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Set the name or the IP address for the Backburner Manager.

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Turn on "Run only the Simulation and do Not Render".

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Press the "Run" button.

 


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useWetmap
How to use Phoenix FD Wetmap

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titleUsing Phoenix FD Wetmap
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Click the Phoenix Simulator → Dynamics rollout → Enable "Wetting".

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Click the Phoenix Simulator → Output rollout → Make sure that the Wetmap particles are enabled for export.

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Open the Material editor and create two V-Ray materials.

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Create a V-Ray Blend Material and connect the already created V-Ray materials as Base color and Coat 1.

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Create a Phoenix Particle Texture → Select the Source Particle System → Select the Phoenix Simulator and pick the Wetmap particle group.

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Connect the Phoenix Particle Texture as a blend amount mask for the V-Ray Blend Material.

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Assign the V-Ray Blend Material to your geometry and render.

 


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exportAlembic
How to export a Phoenix FD cache to Alembic

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titleExporting the Liquid Mesh
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Set Phoenix Simulator → Export rollout → Export As: Mesh.

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Go to File → Export → Export Selected... (with the Phoenix Simulator selected).

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Under the Alembic Export Options dialog, make sure Extra Channels is set to UVW. Set the Animation → Range according to your needs.

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titleExporting Particles
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Set Phoenix Simulator → Export rollout → Export As: Particles.

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Select the Phoenix Particle Group in the Scene Explorer and go to File → Export → Export Selected...

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Under the Alembic Export Options dialog, make sure Extra Channels is set to UVW. Set the Animation → Range according to your needs.

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titleImporting through a V-Ray Proxy
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Create a Standard Primitives → V-Ray → V-Ray Proxy and select the exported alembic file.

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When loading a sequence of Alembic files, you can use the "#" symbol as a hint to V-Ray that the file path is a sequence. "C;\alembic_0001.abc' becomes 'C:\alembic_####.abc".

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You can assign any V-Ray material to the imported alembic files.

 


In 3ds Max, while you have "Export as" set to "Mesh", the vertex velocity is in Map Channel 2 of the mesh, named "velocity". 3ds Max's built-in exporter names the Color Set in the exported Alembic file "Max_Map_Channel velocity".

Importing the Alembic file back into 3ds Max via the 3ds Max built-in Alembic importer requires you to set the "Velocity channel" to 2 in the V-Ray object properties dialogue, so you can render it with motion blur using V-Ray.

Importing the Alembic file in any host via VRayProxy will render with motion blur without any additional adjustments. It requires V-Ray Next Update 1.1, or newer.

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Importing the vertex velocity of the Alembic file into Maya using Maya's native importer (Cache → Alembic Cache → Import Alembic) is not supported.

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SurfTex
SurfTex
How to use Phoenix FD Surface Texture

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titleTexture-Based Mesh
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Set Phoenix Simulator → Rendering rollout → Surface section drop-down to Texture.

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Click the No Map button and assign a texture (e.g. Cellular).

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Make sure that Phoenix Simulator → Preview rollout → Show Mesh is enabled. The generated mesh should now be visible in the Viewport.

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Tweak the Phoenix Simulator → Rendering rollout → Surface section → Isosurface Level parameter if necessary.

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exportVDB
How to export a Phoenix FD simulation to OpenVDB

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