This page provides information on the simulations that can be setup through the Phoenix toolbar.
Overview
The Quick Simulation Setup buttons on the Phoenix toolbar allow for quick setup of many common types of simulations. Pressing any of the buttons will convert the currently selected objects into emitters for the simulation and will additionally create any needed simulators and other helper objects, and even set up V-Ray materials depending on the type of simulation.
For a quick guide to manually setting up many common Phoenix scenes, see Phoenix in a Nutshell.
Fire/Smoke Quick Setups
Fire |
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Burning Fuel |
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Sets up a simulation where the selected object(s) would emit fuel which is then ignited and produces smoke on burning. Also, drag particles are emitted and shaded as sparks. |
Explosion |
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Directly releases temperature and smoke from the selected objects(s). Each object would also emit a different smoke color. Note that the discharge is animated in time. |
Gasoline Explosion | |
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Sets up a simulation where the selected object(s) emit fuel which is ignited and explodes with high energy, gradually burning out and producing smoke. Note that the discharge is animated in time. |
Large Smoke | |
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Sets up a simulation where the selected object(s) emit dense, heavy smoke. |
Cold Smoke | |
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The object(s) emit smoke with sub-zero temperature in Celsius, which floats down and creates a Dry Ice effect. |
Cigarette Smoke | |
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The selected object(s) emit temperature that drives a fine, thin smoke, using drag particles and shaded using the Point Shader. A discharge modifier is used to emit only upwards. |
Candle | |
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The object(s) emit temperature and form a smooth flame shaded with a specific fire color gradient. |
Clouds | ||||||||
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The volume of the selected object(s) is filled with separate clouds which are animated to gradually move. | Volume Brush | Source | Brush Effect | Turbulence | Plain Force | Smoke Dissipation | Dynamics rollout | Brush Effect |
Liquid Quick Setups
Tap Water | |
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The object(s) emit water with specific surface tension. |
Milk | |
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The object(s) emit milk using a discharge modifier to direct the emission only downwards and the liquid is shaded using the Milk preset of the VRayMtl. |
Beer | |
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The object(s) emit beer with foam particles with high bubble-to-bubble interaction forces. A discharge modifier is used to make the objects emit only downwards. Note that the discharge is animated in time towards zero. |
Coffee | |
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The object(s) emit coffee with foam using a discharge modifier to direct the emission only downwards. |
Honey | |
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The object(s) emit viscous honey and the discharge is animated towards zero to show the specific coiling when the flow thins out. Note that the discharge is animated in time towards zero. |
Liquid chocolate | |
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The object(s) emit viscous chocolate that wets and sticks to any obstacle objects. Note that the discharge is animated in time towards zero. |
Blood Splatter |
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Emits a short burst of blood from the emitter object(s) with a specific shader. Note that the discharge is animated in time towards zero. |
Emits a slightly viscous paint with high surface tension from the selected object(s). Each object would emit a different color of paint so that colors can be mixed. The scene uses the
to transfer the RGB color of the simulation onto the liquid mesh's material for rendering.Paints |
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PhoenixFDGridTex |
Ink in Water |
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Each selected object emits a different color and weight of ink composed of drag particles and these are shaded using the Point shader. Note that the discharge is animated in time towards zero. |
Waterfall |
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The object(s) emit a large amount of water with splash, foam and mist particles. |
Ocean |
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The object(s) are placed in a fish tank container, surrounded by an infinite animated ocean surface. The objects can be animated to sail onto the ocean, emerge, submerge or splash into the tank. |