Page History
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Here is the difference between Steps Per Frame values of 1 and 10 when a Source emits liquid with high velocity |
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Example: Surface Tension
Software used: Phoenix FD 4.30.01 Nightly (02 Oct 2020)
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Example: DropletBreakupFormation
Software used: Phoenix FD 4.30.01 Nightly (02 Oct 2020)
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Wetting
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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. |
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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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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: For more information, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page. |
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Example: Interpolation Step
Software used: Phoenix FD 4.30.01 Nightly (02 Oct 2020)
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