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This page provides information on the Interaction rollout for a Fire/Smoke Simulator.

Overview

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It is strongly recommended that each geometry interacting with the fluid simulation:

  • 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.

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Since all forces affect the simulation by default, adding a force in your scene to be used by e.g. PFlow will automatically affect your simulation and this might not be desired. In the Active Forces list you can check which 3ds Max forces interact with the simulator and you may exclude them if you wish so.

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 UI Path: ||Select Fire Smoke Simulator | FireSmokeSim object|| > Modify panel > Interaction rollout


Parameters

   

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Include/Exclude list | ielist, iemode  – Determines which objects will be ignored or processed by the simulation. Use the radio buttons to switch between Include list and Exclude list. When Exclude list is active (the default), all objects in the scene will interact with the simulator unless they are added to the exclusion list. In Include list mode, no objects will interact with the simulator unless they are added to the list. Note that in Include list mode, in order for a Source to work in a simulation, you must add the Source and also all of the geometries or particles it emits from.

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Circumscribed  – All voxels that intersect the surface are considered solid.
Center – The surface voxels are considered solid only if their bigger part lies in the object.
Inscribed – All voxels that have intersection with the surface are considered non-solid.

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The Object voxels setting is a simulation option. If its value changes, the simulation must be calculated again for the changes to take effect.

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Example: Object Voxels


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The example below shows the difference in emission when the object uses Inscribed (voxels intersecting the surface are non-solid therefore do not emit) vs Circumscribed (voxels intersecting the surface are solid) voxelization.

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Object voxels = Inscribed

 

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Object voxels = Circumscribed 

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