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UI Button
newWindowtrue
icondownload
titleDownload scene (972 968 KB)
urlhttps://drive.google.com/uc?export=download&id=1TD0Jw1W_OmtwoFKbPq6CXlZnXsaXbqOi

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UI Button
newWindowtrue
icondownload
titleDownload scene (652 664 KB)
urlhttps://drive.google.com/uc?export=download&id=1X8DCsj612qkbhLXYx-KX25K7W-M1oYoq

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The scene shows how to make a droplet splash. The liquid is emitted from a sphere with Initial Liquid Fill turned on from the Phoenix Properties. The Initial Fillup is set to 10 so that there will be some liquid at the bottom when the simulation is started. The Surface Tension Strength is set to 0.24 and the Droplet Formation is set to 1 so the liquid will break up into separate droplets.

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UI Button
newWindowtrue
icondownload
titleDownload scene (376 1100 KB)
urlhttps://drive.google.com/uc?export=download&id=1DqIJBue29WSUv0FL1qzRcTNPR-WD-TcSoQ2xGFmbRaK5MFfoo5I6gxS6NmyFVzQv

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The scene shows cascading setup between two liquid simulators. You have to simulate first the source simulator and afterwards start the recipient simulator. The recipient simulator must link to the source simulator through the Cascade Simulator parameter in the Grid rollout of the Simulator.

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Image ModifiedThe scene shows cascading setup between two simulators. The Phoenix Source clamps the texture values between 0-1 so smoke and fuel will naturally transition fine, but temperature which goes above 1 - up to several thousand Kelvin - will need to be remapped before being plugged into the source. This is why an Output map is added after the grid texture reading the Temperature channel. The temperatures for the source for sim 1 and for the brush source are set to 2000K, and the Output Amount of the Output map to 1/2000 = 0.0005.

- You need to enable Motion Velocity on the Brush source so that the velocities will be transferred as well and of course you need to have velocity exported from the first sim.
- The area which overlaps will be rendered twice, unless you put a box as a render cutter for the first sim.
Grid-based self-shadowing won't work between the cascade grids - you need to switch to the slower but more robust Ray-Traced self-shadowing.

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UI Button
newWindowtrue
icondownload
titleDownload scene (312 840 KB)
urlhttps://drive.google.com/uc?export=download&id=14m6yA9rukPx4Lnuw40n7biYWrmQS5Sa31Mbza0g7YdoYHNikR8lKB8dbPKRaQPxNh

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Image RemovedImage AddedThe scene uses Plain Force to create the wind. The streamlines are made up of Phoenix Drag particles. They are just carried with the velocity field. The Drag particles are emitted in lines from a box, and a Discharge Modifier with a curve with spikes is used in the Phoenix Source, so the streamlines appear only at certain positions over the emitter box. The top, bottom and side walls of the Grid are jammed, in order to channel the velocity better. Only the front and back walls are open. Forward Transfer advection helps keeping the streamlines tight. Also some Classic Vorticity is used. You could experiment with PCG or Direct Symmetric conservation. Additionally, you could make the grid completely 2D and use Multi-Pass advection which has a little different feel. The Drag particles are emitted with Velocity channel and then Motion Blur is used for the V-Ray rendering.

 

Smoke color by age

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UI Button
newWindowtrue
icondownload
titleDownload scene (892 KB)
urlhttps://drive.google.com/uc?export=download&id=1tCn4X1ks2iutoDw6U3FJwSuWvPrbtnmq

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