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To actually create a simulation, three different components must be combined:

  1. A Simulator node

  2. A Source node

  3. An Emitter

This is the minimum requirement for just about any simulation setup.

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The only exceptions are that you can also simply fill the simulator with liquid using the Initial Fill Up parameter in the Liquid rollout. Likewise, a specified geometry can also be filled with liquid, without any need for a Source or Emitter, using the Initial Liquid Fill parameter in the object's Phoenix Node Properties.
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Note that in addition to the manual creation of a simulator using the UI paths shown below, a simulator is automatically created when any of the Quick Simulation Setup buttons are used.

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  • Simulation - Controls the simulation and displays statistics such as simulation times, as well as information about the data contained in the sim for the current frame.
  • Simulation Speed - Helps identifying the heaviest computation phases of the simulation and provides tips on how to get results faster and more efficiently.

  • Resimulation - Uses a base simulated cache sequence with exported velocity to drive a new simulation, in order to enhance details, increase its resolution, or slow down or speed up the simulation. For liquid simulations, it modifies an existing cache sequence to improve features or change specified particle systems.
  • Grid - Controls the boundaries, size and resolution of the simulation grid.
  • Dynamics - Offers parameters to affect fire/smoke dynamics when simulating, such as cooling, smoke dissipation, vorticity, advection, etc.
  • Fuel - Controls the simulation of burning when Fuel is present in the simulation, which is useful for creating gasoline explosions or propagating fire effects.
  • Liquid - Controls liquid dynamics such as viscosity, surface tension, drying time, etc.
  • Foam - Controls the simulation of bubbles and foam.
  • Splash and Mist - Controls the simulation of splash and mist.
  • Scene Interaction - Specifies how the simulator interacts with other objects in the scene.
  • Output - Specifies how and where the simulation cache files are saved.
  • Input - Determines the path of the input files for rendering and previewing, and offers settings and controls for playback.
  • Preview - Controls how the simulation is displayed in the viewport.
  • Rendering - Controls how the simulation is rendered, and includes additional volumetric options for shading Fire/Smoke simulations.

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