Create a Phoenix Liquid Source and add the torus to the Emitter Nodes list by using the Add button. Set the Emit mode to Volume Brush (you will be prompted with a message box letting you know that in order for the Volume Brush mode to work you need to set the object to Non-Solid, click on the Make Non-Solid button) and animate the Brush Effect from 100% at frame 13 to 0% at frame 14. Using the Volume Brush mode the volume of the emitter object will be gradually filled with liquid and in this way giving us a lot more particles to work with. Turn on the RGB channel and plug a Volume Noise texture in the map slot. For the Volume Noise texture set the Threshold to 0.288. Set the Amplitude to 5, Ratio to 0.626, Frequency Ratio to 1.00, Depth Max to 8. Set the Frequency to 0.005, Scale to 0.5, 0.5, 0.5 and Noise Type to Perlin Noise. In the Color Balance rollout of the Volume Noise texture set the: Color Gain to R: 0.923 G: 0 B: 1.00 for RGB 0 to 1.00; Color Offset to R: 0.00 G:0.27 B: 1.00. Turn on the checkbox for Alpha is Luminance. In the Effects rollout turn on Invert. Now that all the required elements for a liquid simulation are present ((1) Emission Geometry, (2) Source and (3) Simulator), we can run the simulation to see what we've got. |