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For a quick guide to manually setting up many common Phoenix scenes, see Phoenix in a Nutshell.

 


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titleUI Path: ||Phoenix FD Shelf|| > Quick Simulation buttons

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Fire/Smoke Quick Setups

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The Fire/Smoke Quick Setups create a Simulator Fire/Smoke Simulator based on the selected object(s), and sometimes also create additional helpers and components.


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 Fire

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<iframe width="640" height="360" src="https://www.youtube.com/embed/KKB97Xkv10Q?version=3&loop=1&playlist=KKB97Xkv10Q" frameborder="0" allowfullscreen></iframe>
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Sets up a simulation where the fire is directly emitted as temperature from the selected object(s). A Turbulence helper is added to make for a more interesting fire behavior.

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 Burning Fuel

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<iframe width="640" height="360" src="https://www.youtube.com/embed/t2bQYj4cSZU?version=3&loop=1&playlist=t2bQYj4cSZU" frameborder="0" allowfullscreen></iframe>
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Sets up a simulation where the selected object(s) would emit fuel which is then ignited and produces smoke on burning. Also, drag particles are emitted from the Source and shaded as embers via a Particle Shader.

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 Explosion

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<iframe width="640" height="360" src="https://www.youtube.com/embed/lNFs39aAy-E" frameborder="0" allowfullscreen></iframe>
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Directly releases temperature and smoke from the selected objects(s). Each object would also emit a different smoke color. Note that the discharge is animated in time.

 
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 Gasoline Explosion

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<iframe width="640" height="360" src="https://www.youtube.com/embed/v0U4lmd4_fo?version=3&loop=1&playlist=v0U4lmd4_fo" frameborder="0" allowfullscreen></iframe>
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Sets up a simulation where the selected object(s) emit fuel which is ignited and explodes with high energy, gradually burning out and producing smoke. Note that the discharge is animated in time.

 
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 Large Smoke

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<iframe width="640" height="360" src="https://www.youtube.com/embed/gftkd688pwU?version=3&loop=1&playlist=gftkd688pwU" frameborder="0" allowfullscreen></iframe>
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Sets up a simulation where the selected object(s) emit dense, heavy smoke.

 
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 Cold Smoke

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<iframe width="640" height="360" src="https://www.youtube.com/embed/1-5kp6zVhiE?version=3&loop=1&playlist=1-5kp6zVhiE" frameborder="0" allowfullscreen></iframe>
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The object(s) emit smoke with sub-zero temperature in Celsius, which floats down and creates a Dry Ice effect.

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 Cigarette Smoke

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<iframe width="640" height="360" src="https://www.youtube.com/embed/Fg2Aaf2ZAxs?version=3&loop=1&playlist=Fg2Aaf2ZAxs" frameborder="0" allowfullscreen></iframe>
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The selected object(s) emit temperature that drives a fine, thin smoke, using drag particles and shaded using the Point Shader. A discharge modifier is used to emit only upwards.

 
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 Candle

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<iframe width="640" height="360" src="https://www.youtube.com/embed/1jXStnq-1ck?version=3&loop=1&playlist=1jXStnq-1ck" frameborder="0" allowfullscreen></iframe>
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The object(s) emit temperature and form a smooth flame shaded with a specific fire color gradient.

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Clouds
Clouds
 Timelapse Clouds

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<iframe width="640" height="360" src="https://www.youtube.com/embed/mCZwXU7sFug?version=3&loop=1&playlist=mCZwXU7sFug" frameborder="0" allowfullscreen></iframe>
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The volume of the selected object(s) is filled with separate clouds which are animated to gradually move. The preset works by imprinting smoke in the simulator from a noise texture using a Volume Brush mode Source. The Brush Effect is pretty low, so the smoke would gradually appear over time. The noise texture is animated and it also offsets with time, so the cloud shapes would evolve over time and move. There is an additional Turbulence force added to the scene to break the smoke up, and also a Plain Force blowing against the direction of movement of the clouds. In order for the smoke not to fill up the entire simulator over time, Smoke Dissipation is enabled under the Dynamics rollout and it's a tug of war between this option and the Brush Effect of the Source during the simulation.

 
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 Jet Engine

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<iframe width="640" height="360" src="https://www.youtube.com/embed/B02aZhIL_qY?version=3&loop=1&playlist=B02aZhIL_qY" frameborder="0" allowfullscreen></iframe>
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The object(s) emit temperature and form a smooth flame shaded with a specific fire color gradient.

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Liquid Quick Setups

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The Liquid Quick Setups create a Liquid Simulator based on the selected object(s) in addition to modifiers and shaders as needed. 


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 Tap Water

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<iframe width="640" height="360" src="https://www.youtube.com/embed/7vmFtL6QxlU?version=3&loop=1&playlist=7vmFtL6QxlU" frameborder="0" allowfullscreen></iframe>
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The object(s) emit water with specific surface tension.

 
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 Milk

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<iframe width="640" height="360" src="https://www.youtube.com/embed/GCJZePSaiWY?version=3&loop=1&playlist=GCJZePSaiWY" frameborder="0" allowfullscreen></iframe>
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The object(s) emit milk using a discharge modifier to direct the emission only downwards and the liquid is shaded using the Milk preset of the VRayMtl.

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 Beer

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<iframe width="640" height="360" src="https://www.youtube.com/embed/yh1h9O6YDqg?version=3&loop=1&playlist=yh1h9O6YDqg" frameborder="0" allowfullscreen></iframe>
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The object(s) emit beer with foam particles with high bubble-to-bubble interaction forces. A discharge modifier is used to make the objects emit only downwards. Note that the discharge is animated in time towards zero.

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 Coffee

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<iframe width="640" height="360" src="https://www.youtube.com/embed/BoqLnFUDDRY?version=3&loop=1&playlist=BoqLnFUDDRY" frameborder="0" allowfullscreen></iframe>
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The object(s) emit coffee with foam using a discharge modifier to direct the emission only downwards.

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 Honey

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<iframe width="640" height="360" src="https://www.youtube.com/embed/InI-IErizfc?version=3&loop=1&playlist=InI-IErizfc" frameborder="0" allowfullscreen></iframe>
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The object(s) emit viscous honey and the discharge is animated towards zero to show the specific coiling when the flow thins out. Note that the discharge is animated in time towards zero.

 
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 Liquid Chocolate

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<iframe width="640" height="360" src="https://www.youtube.com/embed/-H4heCdyBy4?version=3&loop=1&playlist=-H4heCdyBy4" frameborder="0" allowfullscreen></iframe>
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The object(s) emit viscous chocolate that wets and sticks to any obstacle objects. Note that the discharge is animated in time towards zero.

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 Blood Splatter

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<iframe width="640" height="360" src="https://www.youtube.com/embed/78bA6HBsTIk?version=3&loop=1&playlist=78bA6HBsTIk" frameborder="0" allowfullscreen></iframe>
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Emits a short burst of blood from the emitter object(s) with a specific shader. Note that the discharge is animated in time towards zero.

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 Paints

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<iframe width="640" height="360" src="https://www.youtube.com/embed/XYmDg4BiaFg?version=3&loop=1&playlist=XYmDg4BiaFg" frameborder="0" allowfullscreen></iframe>
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Emits a slightly viscous paint with high surface tension from the selected object(s). Each object would emit a different color of paint so that colors can be mixed. The scene uses the PhoenixFDGridTex to transfer the RGB color of the simulation onto the liquid mesh's material for rendering.

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 Ink in Water

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<iframe width="640" height="360" src="https://www.youtube.com/embed/Cb84uqVKazA?version=3&loop=1&playlist=Cb84uqVKazA" frameborder="0" allowfullscreen></iframe>
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Each selected object emits a different color and weight of ink composed of drag particles and these are shaded using the Point shader. Note that the discharge is animated in time towards zero.

 
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 Waterfall

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<iframe width="640" height="360" src="https://www.youtube.com/embed/eNgEtigCkpI?version=3&loop=1&playlist=eNgEtigCkpI" frameborder="0" allowfullscreen></iframe>
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The object(s) emit a large amount of water with splash, foam and mist particles.

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 Ocean

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<iframe width="640" height="360" src="https://www.youtube.com/embed/zF1ZQPu6XsU?version=3&loop=1&playlist=zF1ZQPu6XsU" frameborder="0" allowfullscreen></iframe>
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The object(s) are placed in a fish tank container, surrounded by an infinite animated ocean surface. The objects can be animated to sail onto the ocean, emerge, submerge or splash into the tank.

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 Stormy Sea

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<iframe width="640" height="360" src="https://www.youtube.com/embed/p3w7jxN93vQ?version=3&loop=1&playlist=p3w7jxN93vQ" frameborder="0" allowfullscreen></iframe>
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The object(s) are placed in a fish tank container. A Wave Force creates large waves inside the simulator. Foam, splash and mist particles are emitted and are shaded with three different Particle Shaders with their modes set to Bubbles, Points and Fog respectively. The objects can be animated to sail onto the liquid surface, emerge, submerge or splash into the tank.

 

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 Ice Cubes

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<iframe width="640" height="360" src="https://www.youtube.com/embed/OXbLXsugWa4?version=3&loop=1&playlist=OXbLXsugWa4" frameborder="0" allowfullscreen></iframe>
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The object(s) are converted to Active Bodies, colliding with one another and with slight variation of the Density for each one. The simulator is prefilled with liquid using the Initial Fill Up option.

 
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 Speedboat

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<iframe width="640" height="360" src="https://www.youtube.com/embed/Wl1DUhLAdtc?version=3&loop=1&playlist=Wl1DUhLAdtc" frameborder="0" allowfullscreen></iframe>
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The object is converted to an Active Body and propelled forward by a Thruster force. The movement and rotation of the object are locked using an Axis Lock so that it moves forward in a straight line.