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Simulate Air Effects | liqSimAirEffects – When – When enabled, turns on the built-in air simulator . Strong sources or for the areas in the simulation grid which are not full of liquid. The air velocity can be affected by the liquid movement, by Sources, or by fast moving obstacles inside the simulator will create air velocities to Simulator. In turn, the air velocity will affect and carry splash, mist, and foam particles at high speed. Used mostly when . Note, however, that no matter how strong the air velocity is, it will not affect the liquid back. So for example you can use Simulate Air Effects when realistic mist is needed in waterfall setups, or stormy ocean scenes. The air simulation is not expensive, but can dramatically increase the quality of splash and mist qualityeffects.

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The air effects stop affecting particles once they exit the simulator, thus altering the particle speed and direction around the simulator walls.

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Set Selected Object as Active Body Solver | activeBodySolverNode – Specifies the Active Bodies Body Solver node holding the objects to be affected by the Phoenix FD Liquid Simulation. 

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