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The following samples illustrate the usage of different features in Chaos Phoenix.

 

Effervescent Tablet

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UI Button
newWindowtrue
icondownload
titleScene (2.84 MB)
urlhttps://drive.google.com/uc?export=download&id=1-Y8-xPIPib_80nebTzW5rjCYQAqyH8Lw

In this scene, the geometry of the tablet is Solid at first and then, after 25 frames, is becoming a Non-Solid object. The tablet emits Foam particles through a Liquid Source in Surface Force mode. The Emit Liquid option on the Source is disabled so the liquid volume won't increase with time. The glass is filled with liquid using a ready geometry which has Initial Liquid Fill enabled in its Phoenix FD Extra Attributes (check Using Initial Liquid Fill with Containers for more details on how to easily crease such geometry). The amount of born Foam particles is animated in time so that the Foam is emitted only when the tablet geometry is underwater. Foam simulation is enabled in the Simulator, but the Foam Amount is set to 0, so that the Foam particles won't be born by natural conditions such as high liquid acceleration, but instead only by the Source. Foam Variation Small is set to 8, while Variation Large is set to 0.7, so that the smallest bubbles would be much smaller than the Foam Size, while bigger bubbles would not be much larger or they would appear unnatural. The Size Distribution is set as high as 400, so that there will be a very large number of small bubbles, but not many larger ones. The Foam Half Life is set very low to 0, so that bubbles would die as soon as they reach the surface (no matter how low the Half Life is, Foam particles would not die under water as bubbles won't look naturally if they do so). The scene uses a very low Grid Resolution - only 600K voxels, because the liquid does not need much detail and the main focus is on the Foam particles.

The scene is rendered in Isosurface render mode and uses the glass geometry as Render Cutter. The Isosurface Level is deliberately set below the default 0.5 - down to 0.3 - so that the liquid volume would expand and would entirely intersect the glass geometry. This way the Render Cutter would clearly cut the liquid without any remaining air pockets between the liquid and the glass.

The Particle Shader has the glass mesh set as Glass Geometry so that bubbles touching the glass walls would be rendered correctly.

Software used: Phoenix 4.41.02 Nightly from 27.08.2021, V-Ray 5 Update 1.3, 3ds Max 2018


Align
aligncenter
HTML
<iframe width="960" height="540" src="https://www.youtube.com/embed/dwT54GpXBDo" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>

 

Static Clouds

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UI Button
newWindowtrue
icondownload
titleScene (0.99 MB)
urlhttps://drive.google.com/uc?export=download&id=182VsglZY8wnwN0fskcHknIROXyf4ofUT
 

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