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UI Path: ||Select Liquid Simulator | LiquidSim object|| > Modify panel > Dynamics rollout |
Parameters
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Simulate Air Effects | simair – When enabled, turns on the built-in air simulator. Strong sources or fast moving obstacles inside the simulator will create air velocities to carry splash, mist, and foam particles at high speed. Used mostly when realistic mist is needed. The simulation is not expensive, but can dramatically increase the splash and mist quality.
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Example: Motion Inertia
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Example: Fill Up For Ocean and Clear Inside
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Example: Steps Per Frame
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Example: Time Scale
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Example: Viscosity
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Example: Non-Newtonian
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Example: RGB Diffusion
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Surface Tension
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Example: Surface Tension
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Example: Droplet Breakup
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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 map map which blends between a wet and a dry surface material. |
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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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Example: Consumed Liquid
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Example: Sticky Liquid
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Active Bodies
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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. |
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Solver | activeBodySolverNode – Specifies the Active Bodies Solver node holding the objects to be affected by the Phoenix FD Simulation.
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 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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Example: Interpolation
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Example: Interpolation Step
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