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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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Section

Example: Motion Inertia

 


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The following video provides examples of moving containers with Inertial Forces enabled to show the differences between values of 0.10.5, and 1.0.

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Example: Fill Up For Ocean and Clear Inside

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This example shows the Liquid voxels, with a submerged Solid ellipsoid. There are never FLIP particles inside it, but disabling Clear Inside will fill it with Liquid voxels so the liquid mesh can intersect it.

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afterLabelClear Inside Off
beforeLabelClear Inside On
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Example: Steps Per Frame

 


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The following video provides examples to show the differences of Steps per Frame values of 15, and 15.

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Example: Time Scale

 


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The following video provides examples to show the differences of Time Scale with values of 0.11.0, and 2.0.

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Example: Viscosity

 


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The following video provides examples to show the differences of Viscosity with values of 0.00.5, and 1.0.

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Example: Non-Newtonian

 


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The following video provides examples to show the differences of Non-Newtonian with values of 00.1, and 1.0.

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Example: RGB Diffusion

 


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The following video provides examples to show the differences of RGB Diffusion with values of 0.00.5, and 1.0.

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Surface Tension

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Example: Surface Tension

 


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The following video provides examples to show the differences of Surface Tension with values of 0.00.51.0 and Droplet Breakup 0.0

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Example: Droplet Breakup

 


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The following video provides examples to show the differences of Droplet Breakup with values of 0.00.51.0 and Droplet Radius set to 3.0 voxels.

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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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The following video provides examples to show the differences of Consumed Liquid values of 00.5, and 1.

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Example: Sticky Liquid

 


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The following video provides examples to show the differences of Sticky Liquid values of 00.5, and 1.

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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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SolveractiveBodySolverNode – 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:

  • Increasing the detail of Fire/Smoke simulations at render time by adding displacement which moves along with the fluid.
  • Increasing the detail of Fire/Smoke simulations at render time by modulating the opacity of the smoke, the smoke color, or the fire color and intensity with noise maps which move along with the fluid.
  • Re-coloring of Fire/Smoke or Liquid simulations at render time, after the simulation is complete.
  • Transporting images or texture color details with Fire/Smoke or Liquid simulations.

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:

  1. By inheriting the UVs from the source geometry, when Inherit TexUVW from Geom is enabled on the Phoenix FD Source. The UVW channel will be based on the UVs of the emission geometry. This option is useful when simulating melting objects – textures assigned to the Volumetric Shader (for Fire/Smoke simulations) or the material (for Liquid simulations) will be carried by the simulation.
  2. When inheriting of UVs is disabled on the Source - depending on the position of the emitting object in the Simulator's bounding box. If Grid roll-out → Adaptive Grid is enabled, the Texture UVW coordinates in expanded voxels beyond the initial grid will be greater than one if the grid is expanding in a positive direction (+X, +Y, +Z), and less than zero otherwise. This means that textures assigned to simulations using the Adaptive Grid feature will be automatically tiled/repeated as many times as the final size of the Simulator is larger than its initial size.

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Example: Interpolation

 


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The following video provides examples to show the differences of Interpolation values of 00.1, and 1, and an Interpolation Step of 1.

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Example: Interpolation Step

 


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The following video provides examples to show the differences of Interpolation Step values of 13, and 6.

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