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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Dynamics rollout

Parameters

 

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InertialForces
InertialForces
Motion Inertia | windFromMovement – When enabled, moving the simulator object over a series of frames causes inertial forces in the opposite direction of the movement. This allows you to link the simulator to a moving object and keep the size of the grid relatively small, as opposed to creating a large grid that covers the entire path of the moving object. Motion Inertia can be used for moving ground and water vehicles, torches, fireballs, rockets, etc. When this option is used together with the Initial Fill Up option and Open Container Wall conditions, a simulation of moving an object over a sea surface can be performed. For more information, see the Moving Geometry vs. Moving Simulator section of the Tips and Tricks page or the Inertial Forces  example below.

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Vorticity
Vorticity

Vorticity

 

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Classic Vorticity | vorticity – Adds small-scale detail that is dissipated naturally by the grid-based simulation. Prevents the simulation from becoming smooth and laminar. Unlike Turbulence, which does not care about the fluid's motion at all, the Classic Vorticity algorithms works depending on the velocity of the simulation and changes the velocity field in order to reinforce vortices and add more detail to the simulation. For more information, see the Vorticity example below.

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These options add random fluctuations in the fluid's velocity for each grid voxel. It works in combination with the Vorticity parameters.

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The options in the Randomize section do not affect Liquid Simulations.

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Method | advMethod – Specifies the algorithm used for calculating the advection. For more information, see the Advection Method Types example below.

Backtrace (Classic) – This method has good stability, but does not strictly conserve the quantity of the transferred material and your fluid may start to gain or lose volume in certain situations. In such cases increasing the Steps per frame (SPF) will help preserve the volume.
Forward transfer – Good conservation abilities, but less stability compared to the classic method. Tends to produce cross-like artifacts.
Multi-pass Forward Transfer – Forward Transfer can help if you are losing fluid volume, but is less detailed. Multi-Pass produces the best fluid details and keeps the smoke sharp, making it best for large scale explosions and simulations when sharpness is important.
Multi-Pass – This less dissipative method produces more fine details and keeps the smoke interface sharper compared to other methods. This method is recommended for large scale explosions, veil-like smoke, pyroclastic flows, and all other situations where sharpness is important.

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Steps Per Frame (SPF) | advSPF – Determines how many calculations the simulation grid will perform between two consecutive frames of the timeline. For more information, see the Steps per Frame examples below.

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Example: Advection Method Types


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The following example shows the difference between the Classic and Multi-Pass advection types.

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Classic Forward Transfer Advection

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Multi-pass Pass Advection

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Example: Steps Per Frame (Liquid)


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The following video provides examples to show the differences of Steps Per Frame values of 15, and 15.

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Here is the difference between Steps Per Frame values of 1 and 10 when a Source emits liquid with high velocity

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Example: Steps Per Frame (Fire/Smoke)


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The first series in this example shows the differences in a Fire/Smoke simulation when the Steps Per Frame is set to 12, and 8.

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SPF = 1

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TexUVW Control


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The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation. If such simulated texture coordinates are not present for mapping, textures assigned to your simulation will appear static, with the simulated content moving through the image. This undesired behavior is often referred to as 'texture swimming'.

UVW coordinates are generated by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output rollout for the settings below to have any effect.

The custom UVW texture coordinates can be used for advanced render-time effects, such as recoloring of mixing fluids, modifying the opacity or fire intensity with a naturally moving texture, or natural movement of displacement over fire/smoke and liquid surfaces. Some examples uses are:

  • Increasing the detail of Fire/Smoke simulations at render time by adding displacement which moves along with the fluid.
  • Increasing the detail of Fire/Smoke simulations at render time by modulating the opacity of the smoke, the smoke color, or the fire color and intensity with noise maps which move along with the fluid.
  • Re-coloring of Fire/Smoke or Liquid simulations at render time, after the simulation is complete.
  • Transporting images or texture color details with Fire/Smoke or Liquid simulations.

The Texture UVW channel values represent the UVW coordinates of each Cell in the Simulator, with a range of [ 0 - 1 ]. The channel is initialized when a simulation is started in one of two ways:

  1. By inheriting the UVs from the source geometry, when Inherit TexUVW from Geom is enabled on the Phoenix FD Source. The UVW channel will be based on the UVs of the emission geometry. This option is useful when simulating melting objects – textures assigned to the Volumetric Shader (for Fire/Smoke simulations) or the material (for Liquid simulations) will be carried by the simulation.
  2. When inheriting of UVs is disabled on the Source - depending on the position of the emitting object in the Simulator's bounding box. If Grid rollout → Adaptive Grid is enabled, the Texture UVW coordinates in expanded voxels beyond the initial grid will be greater than one if the grid is expanding in a positive direction (+X, +Y, +Z), and less than zero otherwise. This means that textures assigned to simulations using the Adaptive Grid feature will be automatically tiled/repeated as many times as the final size of the Simulator is larger than its initial size.

 

Switching to Maya Mesh mode will create a new TexUVW UV set, if you have enabled the TexUVW channel in the Output rollout before running your simulation. In order to use the new UV set you need to select the Maya Mesh and link the TexUVW UV set from the Maya Relationship editor. Switching away from the Maya Mesh mode will reset the UV sets, so if later you decide to switch back to Maya Mesh mode you will need to relink the UV set againFor more information, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page.

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For Fire/Smoke rendering with TexUVW coordinates, textures need to be connected the the simulator through a Maya Projection node in Perspective mode.

 

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Interpolation Amount texUVWInterpol –  Blends texUVWInterpol –  Blends between the UVW coordinates of the liquid particle at time of birth and its UVW coordinates at the current position in the Simulator. When set to 0, no interpolation will be performed - as a consequence, textures assigned to the fluid mesh will be stretched as the simulation progresses. This is best used for simulations of melting objects. When set to 1, the UVW coordinates of the fluid mesh will be updated with a frequency based on the Interpol.Step parameter - this will essentially re-project the UVWs to avoid stretching but cause the textures assigned to the fluid to 'pop' as the re-projection is applied. If you intend to apply e.g. a displacement map to a flowing river, set this parameter to a value between 0.1 and 0.3 - this will suppress both the effects of stretching and popping. See the Interpolation example below.

Interpolation Step texUVWInterpolStep – Specifies texUVWInterpolStep – Specifies the update frequency for the UVW coordinates. When set to 1, the UVWs are updated on every frame, taking into account the Interpolation parameterInterpolation parameter. See the Interpolation Step example below.

Antitear Strength texUVWAntitear – texUVWAntitear – [ Only available for Fire/Smoke simulations ] Use this option when the assigned texture appears twisted, torn apart or otherwise distorted. This may happen when the simulation is moving very fast, therefore increase both the Antitear and Antitear IterationsStrength and Antitear Iterations to let Phoenix attempt to resolve the distortion.

Antitear Iterations texUVWAntitearIterations – texUVWAntitearIterations – [ Only available for Fire/Smoke simulations ] The number of Antitear iterations Antitear iterations performed for every Step of the simulation. Increasing this parameter will help resolve UVW distortion issues by allowing Phoenix to run the Antitear  operation Strength operation multiple times. Note that this may slightly increase the time it takes for the simulation to complete.

 

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Example: Interpolation


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The following video provides examples to show the differences of Interpolation values of 00.1, and 1, and an Interpolation Step with value of 1.0.

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Example: Interpolation Step


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The following video provides examples to show the differences of Interpolation Step values of 13, and 6, and an Interpolation with value of 1.0.

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