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

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

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tpOperatorsBirtAndAdvect
tpOperatorsBirtAndAdvect
How to create and advect thinkingParticles using Phoenix FD

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

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

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

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

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

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

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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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backburnerSim
backburnerSim
Simulation with Phoenix FD using Autodesk Backburner

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Section

 

UI Text Box
sizemedium
typeinfo

 The video below shows how to run a Phoenix FD simulation using Autodesk Backburner.

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titleSimulation with Autodesk Backburner
UI Steps
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UI Step

Click the Phoenix FD Simulator → Output roll-out rollout → Set output cache file location.

UI Step

Start Backburner Manager, Server and Monitor.

UI Step

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

UI Step

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

UI Step

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

UI Step

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

UI Step

Press the "Run" button.

 

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useWetmap
useWetmap
How to use Phoenix FD Wetmap

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titleUsing Phoenix FD Wetmap
UI Steps
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UI Step

Click the Phoenix FD Simulator → Dynamics roll-out rollout → Enable "Wetting".

UI Step

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

UI Step

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

UI Step

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

UI Step

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

UI Step

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

UI Step

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

 

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exportAlembic
exportAlembic
How to export a Phoenix FD cache to Alembic

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titleExporting the Liquid Mesh
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UI Step

Set Phoenix FD Simulator → Export roll-out rollout → Export As: Mesh.

UI Step

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

UI Step

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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UI Step

Set Phoenix FD Simulator → Export roll-out rollout → Export As: Particles.

UI Step

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

UI Step

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

UI Expand
titleImporting through a V-Ray Proxy
UI Steps
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UI Step

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

UI Step

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'".

UI Step

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.

 

Note

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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UI Text Box
sizemedium
typeinfo

 This video shows how to use the Surface Texture option inside of PhoenixFDPhoenix FD.

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titleTexture-Based Mesh
UI Steps
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UI Step

Set Phoenix FD Simulator → Rendering roll-out rollout → Surface section drop-down to Texture.

UI Step

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

UI Step

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

UI Step

Tweak the Phoenix FD Simulator → Rendering roll-out rollout Surface section → Isosurface Level parameter if necessary.

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Section
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titleExporting OpenVDB
UI Steps
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UI Step

Click the Phoenix FD Simulator → Output roll-out rollout '"...' " button below the Simulation Cache Save Path option.

UI Step

Select Browse and navigate to a preferred folder. Set the File Name option and choose OpenVDB (*.vdb) from the Save As Type drop-down.

UI Step

Start the simulation as usual. The output cache files are now OpenVDB instead of AUR.