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These are small and simple tech demos showing different techniques. They are more complicated than the toolbar Quick Setup presets but are simpler than the big Example Scenes.

 

Droplet Splash


Download scene (92 KB)

The scene shows how to make a droplet splash. The liquid is emitted from a sphere with Initial Liquid Fill turned on from the Phoenix FD Attributes.The Initial Fillup is set to 10 so that there will be some liquid at the bottom when the simulation is started. The Surface Tension Strength is set to 0.4 and the Droplet Breakup is set to 1 so the liquid will break up into separate droplets.


Smoke Inside of Text


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The scene uses a few spheres as emitters placed inside of the text. The text is used as Confine geometry so that the simulation is happening only inside its volume. For rendering the Smoke color is set to use the Smoke channel with a blue-green gradient. The text is used as a Cutter Geometry so that only the parts of the smoke that are inside of the text will be rendered.

 


Gas stove flames


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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 material. This material is used as an input of the Emit Material 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 flame's color, light emission, shape and a lot more from here

 


Smoke color by age


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Unlike particles which have an Age channel, the voxel grid does not have such a channel, but it can easily be achieved by using the RGB color grid channel. In this scene, we emit white smoke from a Source, and a Phoenix Mapper using a Black texture Map and a long Buildup Time gradually modifies the RGB channel of the Simulator and darkens the white color over time. This way the oldest smoke has black RGB channel and the newly emitted is white.

The scene uses a cylinder emitting smoke. The Smoke Source has the Temperature set to 10 Kelvins so the smoke will fall down and the RGB channel is enabled with a white color set. The Mapper's Buildup Time is set to 2 seconds. For the rendering the Smoke color is set to be based on Texture and a Remap Color texture is used. The Remap Color texture uses a Phoenix Grid Texture which reads the RGB channel as an input, representing the age, and then the color is remapped to create a ramp from blue for the youngest Smoke which has RGB of 1, through green, to red for the oldest smoke which has RGB of 0.



 

Hot steam


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The scene uses nParticle system as a source with a short particle lifespan. The Smoke Dissipation is set to a value of 0.95 which makes the smoke dissolve quickly. The Conservation is set to PCG Symmetric and the Quality to 40 so we can have a nice swirling motion. The Steps per Frame parameter is set to 4 for compensating the fast moving fluid.


 

Wind Tunnel


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The scene uses Plain Force  to create the wind and drag particles to visualize the streamlines. Forward Transfer advection helps keeping the streamlines tight. The particles are emitted using a discharge modifier on the source to make them appear only at certain positions. Also added some Classic Vorticity. You could experiment with PCG or Direct Symmetric conservation. Additionally, you could make the grid completely 2D and use Multi-Pass advection which has a little different feel.


 

Fire/Smoke Cascade simulation


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The scene shows cascading setup between two simulators. The Phoenix Source clamps the texture values between 0-1 so smoke and fuel will naturally transition fine, but temperature which goes above 1 - up to several thousand Kelvin - will need to be remapped before being plugged into the source. This is why the Remap value map is added after the grid texture reading the temperature channel and remapping it in the 0 to 1 range.

- You need to enable Motion Velocity on the Brush source so that the velocities will be transferred as well and of course you need to have velocity exported from the first sim.
- The area which overlaps will be rendered twice, unless you put a box as a render cutter for the first sim.
- Grid-based self-shadowing won't work between the cascade grids - you need to switch to the slower but more robust Ray-Traced self-shadowing.


 

Liquid Cascade simulation


Download scene (149 KB)

The scene shows cascading setup between two liquid simulators. You have to simulate first the source simulator and afterwards start the recipient simulator. The recipient simulator must link to the source simulator through the Cascade Simulator parameter in the Grid rollout of the Simulator.

Body Force Text Fill up


Download scene (203 KB)

The scene shows an initially filled up text mesh that spills out and gradually fills up back again. The liquid is emitted from the text and the Body Force Strength and Internal Damp are animated so they start really low and increase over time. The Gravity option in the Dynamics rollout is animated from 1 to 0 over time as well so the liquid can fall down at the start and be pulled from the Body Force after that.

Colorful Particle Explosion


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The scene shows a particle explosion shaded by the color of the particles. The smoke is emitted by nParticles shaded by particle ID. The RGB channel is turned on for the Phoenix Fire source and a ParticleSamplerInfo node is connected in its slot. The smoke color is set to use the RGB channel in the rendering settings so that the smoke can use the particle's color.