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ActiveBodiesFlood
ActiveBodiesFlood
How to make a boat following a curve using Active Bodies

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The video below shows how to use the Active Bodies to make a boat float and follow a predefined trajectory, reacting to the simulation automatically — without the need to create keyframes by hand.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/FSCpwoaxCWY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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ActiveBodiesFlood
ActiveBodiesFlood
How to wash away objects in a flood using Active Bodies

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The video below shows how to use the Active Bodies to wash away objects in a flood.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/VibZZrH_ATM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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renderTpParticles
renderTpParticles
How to render thinkingParticles using the Particle Shader and Particle Texture

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The video below shows how to use the Phoenix Particle shader and the Phoenix Particle Texture to read and render tP particles and custom data channels. This way, you can shade your particles based on their age, position — or any other custom data channel you have created inside of thinkingParticles.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/GPCCP-puAzY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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tpOperatorsBirtAndAdvect
tpOperatorsBirtAndAdvect
How to create and advect thinkingParticles using Phoenix FD

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The video below shows how to create and influence tP particles based on the data from Phoenix simulations. 

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<iframe width="960" height="540" src="https://www.youtube.com/embed/qPOKh_iemB4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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TexUvwInheritUVs
TexUvwInheritUVs
How to inherit the UVs of your emitter objects using TexUVW

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The video below shows how to use the TexUVW channel and recreate effects such as melting, where the texture of the melted object sticks to the mesh. 

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<iframe width="960" height="540" src="https://www.youtube.com/embed/IDDDt4XvZpU" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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TexUvwAddMoreDetail
TexUvwAddMoreDetail
How to add more detail to the color and opacity of volumes using TexUVW

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The video below shows how to use the TexUVW channel and a texture to modify the color and opacity or add detail through displacement.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/HMyqcKXAdcc" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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EmitSmokeByDistance
EmitSmokeByDistance
How to spawn smoke along a surface using the Voxel Tuner

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The video below shows how to use the Voxel Tuner and emit fluid using the distance between objects.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/o2vsk1xqzw8" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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EmitSmokeByTemperature
EmitSmokeByTemperature
How to emit smoke when temperature reaches certain value using the Voxel Tuner

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The video below shows how to use the Voxel Tuner to emit smoke when the temperature reaches certain value.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/Fjm8m5Si5Ig" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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DivideLiquidsByColor
DivideLiquidsByColor
How to mix and divide liquids based on their color with the Particle Tuner

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The video below shows how to use the Particle Tuner to mix and divide particles from different sources and change their properties depending on the source that created them. 

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<iframe width="960" height="540" src="https://www.youtube.com/embed/rq8eyiHiF5A" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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DeleteBasedOnVelocity
DeleteBasedOnVelocity
How to delete particles using Velocity data with the Particle Tuner

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The video below shows how to use the Particle Tuner to filter the fastest particles that are in a specific part of the simulator and remove them.  

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<iframe width="960" height="540" src="https://www.youtube.com/embed/5zW3Y7cWYRM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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ObjectMelting
ObjectMelting
How to melt an object using the Particle Tuner

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The video below shows how to use the Particle Tuner to create a melting candle.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/OFGf0m43AB0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

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RedshiftRendering
RedshiftRendering
How to render Phoenix FD VDB caches with Redshift

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sizemedium
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 The The video below shows how to render Phoenix FD VDB caches with Redshift.

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ArnoldRendering
ArnoldRendering
How to render Phoenix FD VDB caches with Arnold

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 The video below shows how to render Phoenix FD VDB caches with Arnold.

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restore
restore
How to restore а Phoenix FD simulation

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 The video below shows how to restore a Phoenix FD simulation.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/DCzcXzRDd3o" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

 

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backburnerSim
backburnerSim
Simulation with Phoenix FD using Autodesk Backburner

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 The

The video below shows how to run a Phoenix

FD

simulation using Autodesk Backburner.

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<iframe width="960" height="540" src="https://www.youtube.com/embed/sd_82WIka6E" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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titleSimulation with Autodesk Backburner
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UI Step

Click the Phoenix FD Simulator → Output roll-out rollout → Set output cache file location.

UI Step

Start Backburner Manager, Server and Monitor.

Default Path: C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Autodesk Backburner 20xx

UI Step

In the Backburner Monitor go to Manager → Connect manager and set the corresponding IP adressaddress.

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Click the Phoenix FD top menu → Submit Simulation to Backburner.

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Set the name or the ip IP address for the Backburner Manager.

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Turn on "Run only the Simulation and do Not Render".

UI Step

Press the "Run" button.

 

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useWetmap
useWetmap
How to use Phoenix FD Wetmap

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 The video below shows how to use the Phoenix FD Wetmap.

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titleUsing Phoenix FD Wetmap
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Click the Phoenix FD Simulator → Dynamics roll-out rollout → Enable "Wetting".

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Click the Phoenix FD Simulator → Output roll-out rollout → Make sure that the Wetmap particles are enabled for export.

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Open the Material editor and create two V-Ray materials.

UI Step

Create a V-Ray Blend Material and connect the already created V-Ray materials as Base color and Coat 1.

UI Step

Create a Phoenix FD Particle Texture → Select the Source Particle System → Select the Phoenix FD Simulator and pick the Wetmap particle group.

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Connect the Phoenix FD Particle Texture as a blend amount mask for the V-Ray Blend Material.

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Assign the V-Ray Blend Material to your geometry and render.

 

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exportAlembic
exportAlembic
How to export a Phoenix FD cache to Alembic

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 The The video below shows how to export a Phoenix FD cache to an Alembic file.

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titleExporting the Liquid Mesh
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Set Phoenix FD Simulator → Export roll-out rollout → Export As: Mesh.

UI Step

Go to File → Export → Export Selected... (with the Phoenix FD Simulator selected).

UI Step

Under the Alembic Export Options dialog, make sure Extra Channels is set to UVW. Set the Animation → Range according to your needs.

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titleExporting Particles
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Set Phoenix FD Simulator → Export roll-out rollout → Export As: Particles.

UI Step

Select the Phoenix FD Particle Group in the Scene Explorer and go to File → Export → Export Selected...

UI Step

Under the Alembic Export Options dialog, make sure Extra Channels is set to UVW. Set the Animation → Range according to your needs.

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titleImporting through a V-Ray Proxy
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Create a Standard Primitives → V-Ray → V-Ray Proxy and select the exported alembic file.

UI Step

When loading a sequence of Alembic files, you can use the '"#' " symbol as a hint to V-Ray that the file path is a sequence. '"C;\alembic_0001.abc' becomes 'C:\alembic_####.abc'".

UI Step

You can assign any V-Ray material to the imported alembic files.

 

In 3ds Max, while you have "Export as" set to "Mesh", the vertex velocity is in Map Channel 2 of the mesh, named "velocity". 3ds Max's built-in exporter names the Color Set in the exported Alembic file "Max_Map_Channel velocity".

Importing the Alembic file back into 3ds Max via the 3ds Max built-in Alembic importer requires you to set the "Velocity channel" to 2 in the V-Ray object properties dialogue, so you can render it with motion blur using V-Ray.

Importing the Alembic file in any host via VRayProxy will render with motion blur without any additional adjustments. It requires V-Ray Next Update 1.1, or newer.

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Importing the vertex velocity of the Alembic file into Maya using Maya's native importer (Cache → Alembic Cache → Import Alembic) is not supported.

 

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SurfTex
SurfTex
How to use Phoenix FD Surface Texture

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 This video shows how to use the Surface Texture option inside of PhoenixFDPhoenix.

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titleTexture-Based Mesh
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Set Phoenix FD Simulator → Rendering roll-out rollout → Surface section drop-down to Texture.

UI Step

Click the No Map button and assign a texture (e.g. Cellular).

UI Step

Make sure that Phoenix FD Simulator → Preview roll-out rollout → Show Mesh is enabled. The generated mesh should now be visible in the Viewport.

UI Step

Tweak the Phoenix FD Simulator → Rendering roll-out rollout Surface section → Isosurface Level parameter if necessary.

 

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exportVDB
exportVDB
How to export a Phoenix FD simulation to OpenVDB

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This video shows how to set the output format to OpenVDB and import the cached simulation inside of a V-Ray Volume Grid.

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titleExporting OpenVDB
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Click the Phoenix FD Simulator → Output roll-out rollout '"...' " button below the Simulation Cache Save Path option.

UI Step

Select Browse and navigate to a preferred folder. Set the File Name option and choose OpenVDB (*.vdb) from the Save As Type drop-down.

UI Step

Start the simulation as usual. The output cache files are now OpenVDB instead of AUR.