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Section

Example: Motion Inertia

 


 

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The following video provides examples to show the differences between Motion Inertia values at 0.00.5, and 1.0.

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Example: Time Scale

 


 

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The following video provides examples to show the differences between Time Scale values at 0.11.0, and 2.0.

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Example: Vorticity

 


 

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The following example shows the difference between the Classic and Massive types of Vorticity.

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Classic Vorticity = 0.3

 

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Massive Smoke Vorticity = 0.3
Large Scale = 0.3

 

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Example: Conservation Method Types

 


 

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The following example shows the difference between the Symmetric, Smooth and Buffered Conservation Method types.

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Symmetric conservation

 

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Smooth conservation

 

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Buffered conservation

 

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Example: Conservation Quality

 


 

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The animation below demonstrates how to cope with losing the volume of smoke. A smoke source is placed in an almost closed room, where the only exit is near the floor. In the real world the smoke will fill the room and then reach the exit, just because once created, the smoke is accumulated and does not disappear. However, when the conservation parameter is low, the smoke does not keep its amount and disappears, never reaching the hole.

Note that the smoke reaches the hole with conservation quality at about 200, and this value is not accidental. The vertical size of the grid is 100, and if it was smaller, the conservation value that allows the smoke to reach the hole would have been smaller too. You can think of this parameter as a distance scope in which the conservation spreads the velocity influence.

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Quality = 8

 

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Quality = 50

 

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Quality = 200

 

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Example: Advection Method Types

 


 

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The following example shows the difference between the Classic and Multi-Pass advection types.

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Multi-pass Advection

 

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Example: Steps Per Frame (Liquid)

 


 

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The following video provides examples to show the differences of Steps per Frame values of 15, and 15.

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Example: Steps Per Frame (Fire/Smoke)

 


 

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The first series in this example shows the differences in a Fire/Smoke simulation when the Steps Per Frame is set to 12, and 8.

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TexUVW Control


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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.

This is achieved by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output roll-out for the settings below to have any effect.

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 depending on the position of the emitting object in the Simulator's bounding box. If Grid roll-out → Adaptive Grid is enabled, the Texture UVW coordinates in expanded voxels beyond the initial grid will be greater than one if the grid is expanding in a positive direction (+X, +Y, +Z), and less than zero otherwise. This means that textures assigned to simulations using the Adaptive Grid feature will be automatically tiled/repeated as many times as the final size of the Simulator is larger than its initial size.

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:

  • Increasing the detail of Fire/Smoke simulations at render time by adding displacement which moves along with the fluid.
  • Increasing the detail of Fire/Smoke simulations at render time by modulating the opacity of the smoke, the smoke color, or the fire color and intensity with noise maps which move along with the fluid.
  • Re-coloring of Fire/Smoke or Liquid simulations at render time, after the simulation is complete.
  • Transporting images or texture color details with Fire/Smoke or Liquid simulations.

Note that emission of TexUVW values from a Phoenix FD Source is not supported yet.

 

Interpolation AmounttexUVWInterpol –  Blends between the UVW coordinates of the liquid particle at time of birth and its UVW coordinates at the current position in the Simulator. When set to 0, no interpolation will be performed - as a consequence, textures assigned to the fluid mesh will be stretched as the simulation progresses. This is best used for simulations of melting objects. When set to 1, the UVW coordinates of the fluid mesh will be updated with a frequency based on the Interpol.Step parameter - this will essentially re-project the UVWs to avoid stretching but cause the textures assigned to the fluid to 'pop' as the re-projection is applied. If you intend to apply e.g. a displacement map to a flowing river, set this parameter to a value between 0.1 and 0.3 - this will suppress both the effects of stretching and popping. See the Interpolation example below.

Interpolation SteptexUVWInterpolStep – Specifies the update frequency for the UVW coordinates. When set to 1, the UVWs are updated on every frame, taking into account the Interpolation parameter. See the Interpolation Step example below.

Antitear StrengthtexUVWAntitear – [ Only available for Fire/Smoke simulations ] Use this option when the assigned texture appears twisted, torn apart or otherwise distorted. This may happen when the simulation is moving very fast, therefore increase both the Antitear Strength and Antitear Iterations to let Phoenix FD attempt to resolve the distortion.

Antitear IterationstexUVWAntitearIterations – [ Only available for Fire/Smoke simulations ] The number of Antitear iterations performed for every Step of the simulation. Increasing this parameter will help resolve UVW distortion issues by allowing Phoenix FD to run the Antitear Strength operation multiple times. Note that this may slightly increase the time it takes for the simulation to complete.

 

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Example: Interpolation


 

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The following video provides examples to show the differences of Interpolation values of 00.1, and 1, and an Interpolation Step of 1.

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Example: Interpolation Step


 

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The following video provides examples to show the differences of Interpolation Step values of 13, and 6.

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