This page provides information on Per-Node Properties for Phoenix FD.


Page Contents



If you right-click in the viewport when one or more objects are selected, you will find a Phoenix FD properties menu. When multiple objects are selected, the parameters that differ will be grayed, but you are able to change them.

These options also appear in the object's User Defined Properties in its Object Properties... dialog.  


UI Path

||Quad menu (when object(s) selected)|| > Phoenix FD Properties...


||Object Properties window|| > User Defined tab







Solid Object | PHX_Solid – When enabled, the object is an obstacle for the simulation and will obstruct the fluid. Otherwise, the object will be transparent to the fluid, but it still can be used as an emitter by the PHXSource or as an attractor geometry using the Body Force.

Please ensure that your solid geometry:

  • has no open edges or holes
  • does not self-intersect
  • has normals pointing outwards

Phoenix will try to handle any geometry that does not comply with these conditions, but the simulation might not behave properly - in case of fire/smoke simulations some areas of the simulation could lose velocity and freeze for no apparent reason, and in liquid simulations particle explosions could appear.

Clear Inside | PHX_ClearInside – When enabled, allows you to remove the specified grid channels or particle systems from the volume of the object. To erase only certain types of channels without affecting the motion of the simulation, you can combine this option with a non-solid object. The option produces different results depending on the type of simulation:

For fire/smoke simulations, voxels overlapped by the geometry will be cleared.
For liquid simulations where the geometry is not Solid, particles overlapped by the geometry will be cleared.
For liquid simulations, if the geometry is Solid, all particles will be erased if they enter the volume of the geometry, even if Clear Inside is off. There is a special case when Initial Fill Up and Fill Up for Ocean are both enabled. In this case, if Clear Inside is off, the grid voxels under the Initial Fill Up level will be considered full of Liquid, even if there are no Liquid Particles in them. This way ships or other vessels immersed in the simulator would have their inner volume filled by the liquid mesh and will not have visible air pockets over their surface during rendering. Otherwise, if Clear Inside is off, voxels that are inside the geometry and under the liquid level will not contain grid liquid.

Initial Liquid Fill | PHX_InitFill – Affects only liquid simulators. Creates liquid in the entire volume of the object on simulation start. The option is available only for non-solid objects. If the Initial Liquid Fill parameter is enabled, Solid Object is automatically disabled.

The liquid emitted through the Initial Liquid Fill option will be initialized with the values set for the Default RGB and Default Viscosity parameters in the Dynamics rollout of the Simulator. If your setup requires multiple sources with different values for those options, consider using a Phoenix FD Liquid Source node instead.

Wetting | PHX _Wetting – Affects only Liquid Simulators. This control allows you to enable/disable wetting for this specific object, in case Wetting is enabled from the Dynamics rollout of the Liquid Simulator. The option is available only when the object is Solid. If the Solid Object parameter is disabled, Wetting is automatically disabled as well.

Animated Vertices | PHX_Deformable – When an object is animated, its surface must produce the corresponding forces in the fluid. Disable this feature if it is not required in the scene. 

Motion Velocity Effect | PHX_VelMult – Allows you to control the impact of a moving object over the fluid. The higher the value is, the stronger the fluid reaction to the body's movement is.

Voxel Mode Override | PHX_Voxels – Affects only fire/smoke simulations. Per object control of how deep the fluid penetrates into the object. Same as the Object voxels parameter of the simulator.