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The Fire/Smoke Quick Setups create a 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 PHXTurbulence 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) emit fuel which ignites and produces smoke on burning. Drag particles are emitted from the Source, and then shaded as embers using a Particle Shader component with its Mode set to Point.

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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. Drag particles are emitted from a Source, and then shaded using a Particle Shader component with its Mode set to Point. A Discharge Modifier with its Modify Particles by parameter set to Normal Z is used so particles are only emitted upwards. Finally, a Turbulence is added to add more interesting smoke behavior.

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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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 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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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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 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. This is done through a Particle Shader component with its Mode set to Bubbles. A Discharge Modifier with its Modify Particles by parameter set to Normal Z is used so particles are only emitted 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 particles. The foam is shaded using a Particle Shader component with its Mode set to Cellular.  A Discharge Modifier with its Modify Particles by parameter set to Normal Z is used so particles are only emitted downwards.

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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). 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. The particles are shaded using a Particle Shader component with its Mode set to Point. A Discharge Modifier with its Modify Particles by parameter set to Normal Z is used so particles are only emitted downwards. 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. Three different Particle Shaders are used with their Modes set to BubblesSplashes, and Fog respectively. A Discharge Modifier with its Modify Particles by parameter set to Normal Z is used so particles are only emitted downwards.

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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. Foam and splash particles are emitted and are shaded with two different Particle Shaders with their Modes set to Bubbles and Splashes respectively. 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.