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This rollout controls the fluid's motion parameters, which affect the fluid’s behavior when simulating.
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UI Path: ||Select Select Liquid Simulator | LiquidSim object|| > Modify panel > Dynamics rollout |
Parameters
Parameters
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Signs that this parameter needs to be increased are:
More often than not, those issues will be caused by the simulation moving too quickly (e.g. the emission from the source is very strong or the objects in the scene are moving very fast). In such cases you should use a higher SPF. Keep in mind that higher Steps Per Frame decreases the performance in a linear way, i.e. if you increase the SPF twice, your simulation will go twice as slow. However, the quality does not have a linear relation to the SPF. Each simulation step kills fine details, and thus for maximum detail it's best to use the lowest possible SPF that runs without any of the issues mentioned above. For additional information, please refer to Phoenix FD Explained. |
Time Scale | timescale – Specifies a time multiplier that can be used for slow motion effects. For more information, see the Time Scale example below.
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In order to achieve the same simulation look when changing the Time Scale, the Steps per frame value must be changed accordingly. For example, when decreasing the Time Scale from 1.0 to 0.5, Steps per frame must be decreased from
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Active Bodies Mult | fluidToSolidInteractionMult - A multiplier for the effect of the Velocity channel on the Active Bodies in the Simulator. To convert a polygon object into an Active Body, enable the Active Body checkbox in the Phoenix FD Properties for that object.
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Example: Motion
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Inertia
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The following video provides examples of moving containers with Inertial ForcesMotion Inertia enabled to show the differences between values of 0 .1, 0.5, and 1.0. |
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Example: Steps Per Frame
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The following video provides examples to show the differences of Steps per Frame values of 1, 5, and 15. |
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Software used: Phoenix 4.30.00 Official Release
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Anchor FillupForOceanClearInside FillupForOceanClearInside
Example: Fill Up For Ocean and Clear Inside
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This example shows the Liquid voxels, with a submerged Solid ellipsoid. There are never FLIP particles inside it, but disabling Clear Inside will fill it with Liquid voxels so the liquid mesh can intersect it. |
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Example: Steps Per Frame
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Example: Time Scale
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The following video provides examples to show the differences of Time Scale with values of 0.1, 1.0, and 2.0. |
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The following video provides examples to show the differences of Viscosity with values of 0.0, 0.5, and 1.0.of Steps Per Frame values at 1, 5, and 15. |
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Example: Non-Newtonian
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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The following video provides examples to show the differences of Non-Newtonian with values of 0, 0.1, and 1.0. |
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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: Time Scale
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The following video provides examples to show the differences of RGB DiffusionTime Scale with values of 0. 03, 1.0 .5, and 12.0. |
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Strength | lqsurft – Controls the force produced by the curvature of the liquid surface. This parameter plays an important role in small-scale liquid simulations because an accurate simulation of surface tension indicates the small scale to the audience. Lower Strength values will cause the liquid to easily break apart into individual liquid particles, while higher values will make it harder for the liquid surface to split and will hold the liquid particles together. With high Strength, when an external force affects the liquid, it would either stretch out into tendrils, or split into large droplets. Which of these two effects will occur is controlled by the Droplet Breakup parameter. For more information, see the Surface Tension example below.
Droplet Breakup | lqstdropbreak – Balances between the liquid forming tendrils or droplets. When set to a value of 0, the liquid forms long tendrils. When set to a value of 1, the liquid breaks up into separate droplets, the size of which can be controlled by the Droplet Radius parameter. For more information, see the Droplet Breakup example below.
Droplet Radius | lqstdroprad – Controls the radius of the droplets formed by the Droplet Breakup parameter, in voxels. This means that increasing the resolution of the Simulator will reduce the overall size of the droplets in your simulation.
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Increasing the Droplet Radius can dramatically slow down the simulation. Please use it with caution. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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Example: RGB Diffusion
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The following video provides examples to show the differences of RGB Diffusion with values of 0.0, 0.5, and 1.0. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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Example: Default Viscosity
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The following video provides examples to show the differences of Default Viscosity with values of 0.0, 0.5, and 1.0. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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Example: Non-Newtonian
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The following video provides examples to show the differences of Surface TensionNon-Newtonian with values of 0 .0, 0. 51, and 1. 0 and Droplet Breakup0. 0 |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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Example: Droplets Surfing
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The following video provides examples to show the differences of Droplet BreakupDroplets Surfing with values of 0.0, 0.5, 1.0 and Droplet Radius set to 3and 1.0 voxels. |
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Wetting
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Simulation of wetting can be used in rendering for blending of wet and dry materials depending on which parts of a geometry have been in contact with the simulated liquid. Wetting can also change the behavior of simulated viscous liquid and make it stick to geometries. The wetting simulation produces a particle system called WetMap. It can be rendered using a Particle Texture | PhoenixFDParticleTex map which blends between a wet and a dry surface material. The drying info is kept in the particle size channel. To convert the map to grayscale, enable the Mult. by size option for the Particle Texture | PhoenixFDParticleTex map. |
Wetting | wetting – Enables the wetting simulation. The liquid will leave a trail over the surfaces of bodies it interacts with.
Consumed Liquid | lq2wet – Controls how many liquid particles disappear when creating a single wetmap particle. The main purpose of this parameter is to prevent long visible tracks from being left by a single liquid particle. For more information, see the Consumed Liquid example below.
Drying Time (sec) | drying – Controls the drying speed in seconds. The WetMap particles are born with a size of 1, and if they are in an air environment, the size decreases until it reaches zero after the time specified with this parameter.
Sticky Liquid | wetdyn – This option produces a connecting force between the WetMap particles at the geometry surface and nearby liquid particles, when the liquid particles have at least a little Viscosity. For more information, see the Sticky Liquid example below.
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Geometry transforming or deforming at a high velocity may cause some or all of the Wetting particles stuck to it to disappear. To resolve this, dial up the Steps Per Frame parameter from the Dynamics tab of the Simulator. |
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Software used: Phoenix 4.30.00 Official Release
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Surface Tension
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Example: Surface Tension
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The following video provides examples to show the differences of Surface Tension with values of 0.0, 0.07, 0.28 andDroplet Formation with value of 0.0. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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Example: Droplet Formation
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The following video provides examples to show the differences of Droplet Formation with values of 0.0, 0.5, 1.0 and Surface Tension with value of 0.1. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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Wetting
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The simulation of wetting can be used in rendering for blending wet and dry materials, depending on which parts of a geometry have been in contact with the simulated liquid. Wetting can also change the behavior of a simulated viscous liquid and make it stick to geometries. The wetting simulation produces a particle system called WetMap. Wetmap particles are created at the point of contact between the liquid and the scene geometry, and can be rendered using a Particle Texture map. When used with a Blend Material, the Particle Texture acts as a mask to blend between two materials, for example, a wet material and a dry surface material. This way, geometry covered by WetMap particles can appear wet, and the rest of the geometry can appear dry. |
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Example: Consumed Liquid
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The following video provides examples to show the differences of Consumed Liquid values of 0, 0.1, and 0.3. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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Example: Sticky Liquid without Viscosity
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The following video provides examples to show the differences of Sticky Liquid values of 0, 0.5, and 1, when the Viscosity is set to 0. |
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Software used: Phoenix 4.41.02 Nightly (24 Jun 2021)
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Example: Sticky Liquid and Viscosity
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The following video provides examples to show the differences of Consumed Liquid values of 0, 0.5, and 1Viscosity values of 0.1, 0.5, and 1.0 and Sticky Liquid with value of1.0. |
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Example: Sticky Liquid
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The following video provides examples to show the differences of Sticky Liquid values of 0, 0.5, and 1. |
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Software used: Phoenix 4.41.02 Nightly (24 Jun 2021)
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Example: Sticky Liquid with different amount of fluid
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The Active Bodies simulation currently supports interaction between scene geometry and the Phoenix FD Liquid Simulator. When an object is selected as an Active Body, the simulation both influences and is influenced by the Active Body's movement. Mutual interaction between the Active Bodies themselves is not supported yet. Interaction between Active Bodies and the Phoenix FD Fire/Smoke Simulator is not supported. For in-depth information on Active Bodies, please check the Active Bodies Setup Guide. |
Active Bodies | use_activeBodySolverNode – Enables the simulation of Active Bodies.
Solver | activeBodySolverNode – Specifies the Active Bodies Solver node holding the objects to be affected by the Phoenix FD Simulation.
following video provides examples to show the differences of Surface Force values of 50, 500, and 1000, Sticky Liquid with value of 0.5 and Viscosity with value of 0.3. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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Active Bodies
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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 roll-out 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:
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:
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Note that interaction between Active Bodies and the Phoenix Fire/Smoke Simulator is not supported. |
Chaos Phoenix can make a ship, or ice cubes, or other geometry float in water using the Active Bodies feature, which introduces Rigid Body Dynamics for specified Active Body objects. Phoenix can even simulate waves that can carry Active Body objects around, or wash them away.
To use Active Bodies, you’ll need to create an Active Body Solver component, and specify the scene geometry which will partake in the Active Bodies simulation. Then, in the simulator’s Dynamics rollout, enable the Active Bodies parameter, and specify the Active Body Solver node.
You can then set the density and other Active Body properties in the Phoenix Per-Node Properties menu for each Active Body object.
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The Active Bodies simulation currently supports interaction between scene geometry and the Phoenix Liquid Simulator. When an object is selected as an Active Body, the simulation both influences and is influenced by the Active Body's movement. |
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For more information on Active Bodies, please check out the Active Body Solver and the Active Bodies Setup Guide. |
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Texture UVW
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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. For more information, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page. |
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Example: Interpolation
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The following video provides examples to show the differences of Interpolation values of 0, |
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Example: Interpolation
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The following video provides examples to show the differences of Interpolation values of 0, 0.1, and 1, and an Interpolation Step of 1. |
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0.1, and 1, and an Interpolation Step with value of 1.0. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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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 1, 3, and 6, and an Interpolation with value of 1.0. |
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Software used: Phoenix 4.30.01 Nightly (02 Oct 2020)
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