This page provides information on the Liquid rollout.
This rollout controls the fluid's liquid motion parameters, which affect the fluid’s behavior when simulating.
UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Liquid rollout |
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This example shows the Liquid voxels, with a submerged Solid ellipsoid. There are never FLIP particles inside it, but disabling Clear Inside will fill it with Liquid voxels so the liquid mesh can intersect it. |
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Example: RGB Diffusion
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Example: Default Viscosity
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Example: Non-Newtonian
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Example: Droplets Surfing
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Surface Tension | liqSurfTension – Controls the force produced by the curvature of the liquid surface. This parameter plays an important role in small-scale liquid simulations because an accurate simulation of surface tension indicates the small scale to the audience. Lower Surface Tension values will cause the liquid to easily break apart into individual liquid particles, while higher values will make it harder for the liquid surface to split and will hold the liquid particles together. With high Surface Tension, when an external force affects the liquid, it would either stretch out into tendrils, or split into large droplets. Which of these two effects will occur is controlled by the Droplet Formation parameter. For more information, see the Surface Tension example below.
Droplet Formation | liqSurfTDropBreak – Balances between the liquid forming tendrils or droplets. When set to a value of 0, the liquid forms long tendrils. When set to a value of 1, the liquid breaks up into separate droplets, the size of which can be controlled by the Droplet Radius parameter. For more information, see the Droplet Formation example below.
Droplet Radius | liqSurfTDropRad – Controls the radius of the droplets formed by the Droplet Formation parameter, in voxels. This means that increasing the resolution of the Simulator will reduce the overall size of the droplets in your simulation.
Increasing the Droplet Radius can dramatically slow down the simulation. Please use it with caution. |
Example: Surface Tension
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Example: Droplet Formation
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The simulation of wetting can be used in rendering for blending 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. 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. 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. |
Wetting | liqWetting – Enables the wetting simulation. The liquid will leave a trail over the surfaces of bodies it interacts with.
Consumed Liquid | liqWetConsumeLiq – Controls how many liquid particles disappear when creating a single WetMap particle. The main purpose of this parameter is to prevent long visible tracks from being left by a single liquid particle. For more information, see the Consumed Liquid example below.
Drying Time (sec) | liqDryTime – Controls the drying speed in seconds. The WetMap particles are born with a size of 1, and if they are in an air environment, the size decreases until it reaches zero after the time specified with this parameter.
Sticky Liquid | liqWetSticky – This option produces a connecting force between the WetMap particles at the geometry surface and nearby liquid particles. For more information, see the Sticky Liquid example below.
Geometry transforming or deforming at a high velocity may cause some or all of the Wetting particles stuck to it to disappear. To resolve this, dial up the Steps Per Frame parameter from the Dynamics tab of the Simulator. |
Example: Consumed Liquid
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Example: Sticky Liquid without Viscosity
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Example: Sticky Liquid and Viscosity
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Example: Sticky Liquid with different amount of fluid
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Note that interaction between Active Bodies and a Phoenix Fire/Smoke simulation 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 Liquid rollout, enable the Use Active Bodies parameter, and specify the Active Body Solver node.
You can then set the density and other Active Body properties in the Phoenix Node Properties menu for each Active Body object.
The Active Bodies simulation currently supports interaction between scene geometry and Phoenix Liquid simulations. When an object is selected as an Active Body, the simulation both influences and is influenced by the Active Body's movement. |
For more information on Active Bodies, please check out the Active Body Solver and the Active Bodies Setup Guide. |
Use Active Bodies | use_activeBodySolverNode – Enables the simulation of Active Bodies.
Set Selected Object as Active Body Solver | activeBodySolverNode – Specifies the Active Body Solver node holding the objects to be affected by the Phoenix Liquid Simulation.