Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

UI Text Box
sizemedium
typetip

When running liquid simulations with the Initial Fill Up option and Open Container Wall conditions, the surface of the generated liquid should remain smooth. If you encounter artifacts in the form of horizontal lines perpendicular to the direction of movement, with Motion Inertia enabled, please ensure that the Scene Scale is reasonable considering the type of effect being simulated. Other possible solutions in case tweaking the scale is not possible are to either increase the Steps per Frame, or to reduce the Cell Size of the Simulator.

Liquid artifacts usually appear when the liquid particles move a great distance between frames. Increasing the Scene Scale or the Steps per Frame allows them to stabilize, which in turn keeps the surface smooth.

Gravity | grav, gmul – When enabled, a standard gravity of 9.8 m/s 2  is automatically added. This value is a multiplier and scales the gravity accordingly. You can also use negative gravity – Phoenix Gravity makes the liquids fall down and makes fire rise up. The Gravity option is a multiplier, so using the default 1.0 will make it behave like real world gravity, setting it to 0.0 will disable its effect completely, and you can also use negative values, which will inverse the gravity effect.

Anchor
InitialFillUp
InitialFillUp
Initial Fill Up | initfillflevel – When enabled, the container is filled up with liquid when the simulation starts. The numeric field determines the fill-up level, measured in % of the Z size.
When this option is used with Open Container Walls, the container can be moved and the grid will behave as part of an infinite ocean. For liquid simulations using Confine Geometry, you can enable Clear Inside on the geometry and liquid will not be created at simulation startup in the voxels inside the geometry.

...