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This page provides example scenes for different types of Phoenix simulations.

Overview

The following samples illustrate the usage of different features in Chaos Phoenix.

Underwater Explosion

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The Grid resolution is crucial for this setup. It controls the amout amount of particles emitted through the source and thus makes the explosion bigger or smaller. The scene scale is lowered to 0.5 to make the simulation a little bit faster in terms of speed for the water and the particles movement.  The Foam and Splash particles are enabled in the Simulator. 

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In the Foam settings the rising and the falling speed of the foam contribute to foam movement and the large scale look of the explosion. To get a more interesting look for the foam the Foam Patterns are set to 0.4  

Addtionaly Additionally Phoenix Plain Force and a Turbulence Force are added to enhance the movement of the mist.

Software used: Phoenix 4.40.00, V-Ray 5 Update 1 for 3ds Max 2018

 

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For the rendering part, the particle material is using Phoenix Grid Texture that reads the Fire color from the Phoenix simulation and sends it to the Self-Illumination slot of a V-Ray Material. For the Diffuse part of the shader - V-Ray Comp texture is used to multiply a concrete texture with the Vertex color data.

Software used: Phoenix 4.20.00, thinkingParticles V6.8.166, V-Ray Next Update 3 for 3ds Max 2018

 

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This scene demonstrates how to set up a simple shower scene using Phoenix. The shower nozzles are added to the Liquid source with some noise for the Outgoing velocity in order to randomize the emission. The steps per frame are set to 10 in order to compensate for the fast moving liquid particles.

Software used: Phoenix 3.12.00, V-Ray Next, 3ds Max 2015

 

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This scene demonstrates how to set up a simple fountain scene using Phoenix. There are four different sources with added noise for the Outgoing velocity in order to randomize the emission. The rendering of the Liquid simulator is disabled and the liquid particles are rendered as points using the Phoenix Particle Shader. For the ground material a Phoenix Particle Texture which uses the Wetmap particles is used as a mask to blend between a dry and wet material.

Software used: Phoenix 3.10.00, V-Ray 3.60.04, 3ds Max 2015

 

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The liquid also creates WetMap particles over the shore geometry which are used to mask wet and dry materials using the Particle Texture. Mesh Smoothing is enabled in order to remove noise from the liquid mesh's surface, and the Mesh Smoothing Particle Size is increased so the mesh doesn't shrink and reveal air pockets between the liquid and the bottom which will become visible in the rendering. The preview of voxels and the Liquid and WetMap particles is switched off in order to speed up simulation and only the preview of Foam and Splash particles remains enabled. You may re-enable the preview if you want to observe the simulation process, or alternatively, you can speed up the simulation even more by setting Read Cache for Preview to Disable During Sim from the Preview rollout.

Software used: Phoenix 3.10.01 nightly (24 Mar 2018), V-Ray 3.60.04, 3ds Max 2014

 

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UI Button
newWindowtrue
icondownload
titleScene (0.3 MB)
urlhttps://drive.google.com/uc?export=download&id=1KNTFWoCacWWsO1uYzZINtByy5LEjLowq1_X0g7c-N8X8rPnXMWjdkeYJnJCHY5cj4

In many cases like torches, fountains, waterfalls, etc., you can save a pretty good amount of simulation time by rendering a short looped sequence. Usually, this is done in post-production by overlapping and blending the start and the end of the looped sequence. This method is not easy, and often the result is not good, especially when particles are involved. Since version 2.2, Phoenix has the ability to make this automatically.  In the Input roll-out, simply select Loop in the Time Bend Controls and adjust the looped sequence. When simply repeating a sequence, the moment where the last frame switches back to the first one will not produce smooth results. The goal of the loop adjustment is to make the loop transition invisible. The grid part of the content is looped in a trivial way, the frames are just blended linearly, but the particles need more attention and that's why the sample scene is particle oriented. What we need to know about the particle looping technique? The most important is that it is age based. You need to export the Age channel through the Output rollout to make it possible. In the typical looped simulation, particles have a relatively short life span; they are constantly produced and removed. For example, in a fountain the splash droplets are born near the top, they fall down, and when they hit the ground they disappear. The typical particle, in this case, lives about one second. For good transition of the looped sequence, you need to set the loop overlap bigger or equal to this average particle life span. If this condition is not satisfied, there will be particles that disappear suddenly and the transition will be visible. In the sample scene the average lifespan of the bubbles is about 1.5 sec and the loop overlap is set to be 50 frames. 

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