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This page introduces the Fire Smoke Simulator object (PhoenixFDS= imulator) and its rollouts.
The Fire/Smoke simulator is intended to produce gaseous effects like fir= e, smoke and explosions, as well as sparks or embers.
You can think of a Phoenix Simulator as a 3D box, inside which simulatio= ns of fluids and Rigid Body Dynamics are performed. The box is divided into= small cells, called voxels, which is why the box is referred to as a Simul= ation Grid. The voxels inside the grid can be filled with just about any ty= pe of gas or liquid, and contain the fluid's properties at a position and g= iven time.
These fluid properties are written inside what are called Grid Channels.= Each channel stores a type of value, such as Temperature or Velocity, with= its own Grid Channel Ran= ge, which is the range of possible values that is most efficient for th= at specific channel type. Phoenix determines the fluid=E2=80=99s behavior a= t a given time, based on the content of these Grid Channels.
When running a simulation, the Fire/Smoke sim will typically output an e= ntire animation sequence. That sequence is saved as individual files, calle= d caches, which contain raw simulation data for each timeline frame. In ess= ence, the cache data contains grids and particles, which describe the fluid= =E2=80=99s behavior.
Fire/Smoke sim cache files can then be previewed in the viewport, as wel= l as rendered, in order to create captivating and realistic images. The sim= ulator offers multiple render modes, where the volumetric render modes are = typically used for rendering Fire/Smoke sims, and the mesh render mode is t= ypically used for Liquid sims. Phoenix offers a lot of flexibility though, = so there is the option to render Fire/Smoke sims as meshes and Liquids as v= olumes, in order to achieve even more diverse effects.
After creating a Phoenix Simulator object, the following rollouts can be= accessed in the Attribute Editor:
Simulation Speed = - Helps identifying the heaviest computation phases of the simulation and p= rovides tips on how to get results faster and more efficiently.
Due to many improvements to the Phoenix solver, recreating simulations t= he same way you did in older versions of Phoenix may not be possible becaus= e of changes to the solvers and the UI. Here are some things to be aware of= when upgrading from older versions of Phoenix.
If you have a scene created with Phoenix version 3 and you open it w= ith version 4, it will keep all the old settings for you, including some wh= ich are not visible to newer versions, in order for the results to be rough= ly the same.
If you try to manually replicate an older simulation setup with a ne= w Phoenix simulator using Phoenix version 4, and set all the parameters wit= h the same values as the older version, you may not obtain the same result = as in Phoenix version 3 or older.
Since the release of Phoenix version 3, Phoenix started using a new = solver for liquids and fire/smoke simulations, so simulation results will b= e different between Phoenix version 3 and version 2.