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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  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.

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FillupForOcean
FillupForOcean
Fill Up For Ocean oceanfill – Changes the Open Container Walls of the simulator so they would act like there is an infinite liquid volume beyond them. Pressure would will be created at the simulator walls in order to support the liquid, and if the surface of a wall below the Initial Fill Up level, or the bottom is , gets cleared from liquid during simulation, new incoming liquid would be created. You can also animate the Simulator movement or link it to a moving geometry, and it would act like a moving window over an ocean that stays in place. This way you can simulate moving ships or boats that carry their Liquid Simulator along with them as they sail into an ocean, so you don't need to create one huge long Simulator along their entire path.

In order to eliminate air pockets between Solid geometry and the liquid mesh, this option will automatically set all Solid voxels below the Initial Fill Up level to contain Liquid amount of 1, even if they don't contain any Liquid particles. If you don't want this effect, enable Clear Inside from the Phoenix FD Properties of the Solid geometry.  See the Fill Up For Ocean and Clear Inside example below.

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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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WettingSection
WettingSection

 

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 which blends between a wet and a dry surface material.

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