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This page provides information on the Body Force component.
The Body Force creates a force to pull the fluid toward= or away from a geometry object.
A positive Strength value produces a force that pulls f= luid toward a geometry object, and can be used to make the fluid form the s= hape of the geometry; for example, making a liquid simulation form the shap= e of a letter, number, or logo for an interesting effect.
Note that the force is pronounced outside= the body, but the inside is replaced with a mechanism that suppresses the = fluid's escape.
Meanwhile, negative Strength values = repel the fluid away from the geometry object.
Body | body =E2=80=93 Specifies= the geometry object used as an attractor.
Strength | strength =E2=80=93 S= pecifies the force intensity. This parameter mostly affects the points outs= ide the body. The fluid accelerates constantly towards the body until reach= ing it.
You can set the Strength parameter to a negative value so the fluid gets repelled by the body= .
Max distance | maxdist =E2=80= =93 Specifies the distance at which the force disappears. Note: This value = can be animated when needed.
Fade start | fadestart =E2=80= =93 Specifies the relative distance (as part of the Max Distan= ce) where the force starts to weaken.
Suppress orb. | orbitsupp =E2= =80=93 Specifies the drag force that suppresses velocity components that ar= e different from the direction toward the body. This force works only = outside the body. It only allows= the fluid to move towards and away from the body, but does not allow the f= luid to orbit the body.
Internal damp | veldamp =E2=80= =93 Specifies the amount of damping applied to velocities inside the body t= hat are above the Damp min vel. threshold. This = parameter is used to prevent the escape of the fluid from the body. If this= value is set to 0, the fluid attracted to the body will pass right through= the body, then it will be attracted back towards the body, pass through it= again in the opposite direction and so on. This parameter is not affe= cted by the Strength of the Body Force.
Damp min vel. | dampstart =E2= =80=93 The fluid velocity above which the Internal damp force works. This parameter allows slower fluid to keep moving without being damped. It does = not affect the Spread Speed.
Spread Speed | insidespreading = =E2=80=93 Specifies the rate at which the fluid fills an object's volume ev= enly, in world units per second. This parameter is not affected by the = ;Strength of the Body Force.
Affect | affect =E2=80=93 Speci= fies the affected components of the simulation separated by commas. The sup= ported elements are:
Liquid - affects th=
e Liquid particles in a Liquid simulation.
Splashes - affects the Splash particles in a Liquid simulat=
ion.
Foam - affects the Foam particles i=
n a Liquid simulation.
Mist - affects the Mis=
t particles in a Liquid simulation.
Air - affects the space in a Liquid simulation where there are no =
Liquid particles, when Simulate Air Effects is e=
nabled in the Dynamics rollout. All particles such as Foam, Splash or Mist outside the liqu=
id volume will be influenced.
Temperature - affect=
s the voxels in a Fire/Smoke simulation where the Temperature is different =
than the default 300 Kelvins. The higher the temperature above 300 or the l=
ower it is below 300, the stronger the effect of the force would be. You ca=
n find out more about Phoenix Grid Channel Ranges here.
Smoke - aff=
ects the voxels in a Fire/Smoke simulation where there is Smoke. The denser=
the smoke, the stronger the effect of the force would be.
=
Fuel - affects the voxels in a Fire/Smoke simulation =
where there is Fuel. The denser the fuel, the stronger the effect of the fo=
rce would be.
Velocity - affect the voxels in a&nb=
sp;Fire/Smoke simulation where there is high Velocity. This way you can aff=
ect Drag particles.
Affect Names are <= em>not case sensitive and any unknown element found in the list is ign= ored.