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This page provides a tutorial for simulating a liquid for a baked fragmented wine glass using Chaos Phoenix.
Overview
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This is an Entry Level tutorial which requires no previous knowledge of Phoenix FD. A basic understanding of 3ds Max would be helpful but is not a prerequisite for being able to follow along. |
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System Units Setup
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Note that Phoenix FD works best with closed geometry. You may check it with 3dsMax STL Check modifier. Geometry with a hole or other errors might cause problems when simulating. |
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Container Properties
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In the image below, the blue geometry in the inside of the glass is used for the initial filled state of the liquid. For more information on creating this, see the Using Initial Liquid Fill with Containers tutorial. Right click to access its Chaos Phoenix FD PropertiesPer-Node Properties and make sure Initial Liquid Fill is enabled.
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Increasing the resolution of the grid can sometimes alter the shape and behavior of the simulation. Remember that higher resolution does not necessarily mean more realistic simulations. It depends on the project. Sometimes the resolution is too high, and there are too many details, or the look is not what the director is asking for. You have to find a good balance. |
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The following examples show the simulation with different SPF values.
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Next is the Surface Tension Strength
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When using the Age channel as a condition in the Particle Tuner - make sure that the Age checkbox for the affected particle group is enabled in the Output rollout of the simulator. |
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It is very important to pick the correct mesh for the distance expression. In this case "frag_mesh" mesh should be selected, because this is the existing one in the scene after the 2nd frame of the animation. |
Materials
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Glass Material
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Wine
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Material
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The red wine itself has a special color, it's transparent but not completely translucent. That's why in this material uses the Fog color, which specifies the attenuation of light as it passes through the material. This option allows the user to simulate the fact that thick objects look less transparent than thin objects. Note that the effect of the fog color depends on the absolute size of the objects and is therefore scene-dependent unless the Fog system units scaling is enabled. Another option, helping to improve the material presentation, is the Fog multiplier, which can be used to fine-tune the strength of the fog. In addition, the Fog bias allows you to control the color transition. A negative value will make the liquid to appear thicker.
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The following examples show the simulation with different Fog bias values.
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Lighting and Camera
Lighting and Camera
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Final Results
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