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This rollout controls the fluid's motion parameters, which affect the fluid’s behavior when simulating.
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UI Path: ||Select Select Liquid Simulator | LiquidSim object|| > Modify panel > Dynamics rollout |
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Example: Steps Per Frame
Software used: Phoenix FD 4.30.01 Nightly (02 Oct 2020)
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Wetting
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Simulation The 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 a simulated viscous liquid and make it stick to geometries. The wetting simulation produces a particle system called WetMap. It Wetmap particles are created at the point of contact between the liquid and the scene geometry, and can be rendered using a Particle Texture map which blends between a wet . When used with a Blend Material, the Particle Texture acts as a mask to blend between two materials, for example, a wet material and a dry surface material. This way, geometry covered by WetMap particles can appear wet, and the rest of the geometry can appear dry. |
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Example: Sticky Liquid with different amount of fluid
Software used: Phoenix FD 4.30.01 Nightly (02 Oct 2020)
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Active Bodies
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Note that interaction between Active Bodies and the Phoenix Fire/Smoke Simulator is not supported. |
Chaos Phoenix can make a ship, or ice cubes, or other geometry float in water using the Active Bodies feature, which introduces Rigid Body Dynamics for specified Active Body objects. Phoenix can even simulate waves that can carry Active Body objects around, or wash them away.
To use Active Bodies, you’ll need to create an Active Body Solver component, and specify the scene geometry which will partake in the Active Bodies simulation. Then, in the simulator’s Dynamics rollout, enable the Active Bodies parameter, and specify the Active Body Solver node.
You can then set the density and other Active Body properties in the Chaos Phoenix Per-Node Properties menu for each Active Body object.
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The Active Bodies simulation currently supports interaction between scene geometry and the Phoenix 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 Fire/Smoke Simulator is not supported. |
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For more For in-depth information on Active Bodies, please check out theActive Bodies Solver and the Active Bodies Setup Guide. |
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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 rollout 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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