Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

This page provides some useful tips for working with the Phoenix FD Active Bodies feature.

Overview

 

...

Section
Column
width100%

The Active Bodies feature in Phoenix FD allows for two-way interaction between scene geometry and the Phoenix FD simulation.

When an object is selected as an Active Body, the simulation both influences and is influenced by the Active Body's movement. This allows objects such as boats to float over a Phoenix FD ocean simulation and be affected by its waves, or objects placed on the ground to be washed away by flooding waters.

Objects selected as Active Bodies may also be animated in which case they will follow the animation while also being influenced by the Phoenix FD simulation. A speedboat simulation is a great example of this mutual interaction in action - the speedboat is heavily affected by the water while also able to cut through the waves and produce large amounts of foam. You can balance between the influence of the animation and the fluid from an Active Body's right click properties' Original Animation Influence option.

UI Text Box
sizemedium
typewarning

The Active Bodies simulation currently supports interaction between scene geometry and the Phoenix FD Liquid Simulator.

Interaction between Active Bodies and the Phoenix FD Fire/Smoke Simulator is not supported yet.

 

UI Button
sizelarge
icondownload
titleDownload Project Files
urlhttps://drive.google.com/uc?export=download&id=1OKdaZDW8KEC_BQvyz1ZX7vCsqExTQhUa

 

 

 

Setup Guide

...

...

Section
Column
width40%

 A Phoenix FD Liquid Simulation with Active Bodies consists of the following elements:

  1. A Liquid Simulator – used for the simulation of water.
  2. One or more scene objects – converted to Active Bodies at simulation time.
  3. An Active Body Solver – used to specify the scene objects which will be converted to Active Bodies and to set some global options for the Active Body simulation.
  4. A Center of Mass gizmo – automatically generated for each object when included in the Active Body simulation through the solver.
Column
width60%

...

Section
Column
width40%

To add an Active Bodies Body Solver, go to Command Panel → Create → PhoenixFD → Active Bodies.

Add your scene geometry to the Active Bodies list.

Finally, link the Active Bodies Body Solver to the Phoenix FD Liquid Simulator from the Dynamics roll-out.

UI Text Box
sizemedium
typeinfo

The Active Bodies Body Solver is separated from the Phoenix FD Simulator to allow extra flexibility when setting up the simulation. Multiple Liquid Simulators can be set up to use the same solver, or alternatively, you can switch between several Active Body solvers with different settings and geometries with the same Simulator.

Column
width60%

...

Section
Column
width40%

When you start the simulation, the Active Bodies solver Body Solver will create a duplicate of your object and keyframe its Position and Rotation for every single frame.

A couple of things to note here:

  1. The ship is sinking - this happens because its Density too high. The Density of the Active Body can be tweaked from the original object's Phoenix FD Properties.
  2. The Center of Mass Gizmo is above the ship's deck, right at the base of the middle mast - this is causing the ship to tilt to the side. Instead of relying on the Active Bodies solver Body Solver to guess the correct position for the Center of Mass gizmo, its position can be overriden from the Phoenix FD Properties of the original object and tweaked manually.

 

UI Text Box
sizemedium
typewarning

When tweaking the Phoenix FD Properties of an object, take extra care to select the original, source object, rather than the clone. Existing clones are deleted when a simulation is re-started, thus any changes made in the Phoenix FD Properties window of the clone are lost.

Column
width60%

Videoautoplayloop
0001_base_sim0000.mp4
1100%
2100%
3true
4false
5true

...

Section
Column
width40%

With a lower density, the object does not now sink entirely underwater.

The erratic spinning of the ship is caused by the incorrectly placed Center of Mass gizmo. Placing the Center of Mass somewhere close to the center of an object would make sense for a sphere but not for a ship which is usually bottom-heavy.

UI Text Box
sizemedium
typeinfo

The Active Bodies solver Body Solver will compute the Center of Mass of an object by looking at its volume. To simplify things, an assumption is made that all parts of the object have an equal weight.

In the case of a ship, however, this is not true. The masts and sails of a ship make up a large portion of its volume but contribute little to its total mass.

Column
width60%

Videoautoplayloop
0002_tweak_density0000.mp4
1100%
2100%
3true
4false
5true

...

Section
Column
width40%

The ship is now behaving as expected.

You may continue this setup by adding a Phoenix FD Wave Force with an Ocean Texture to generate waves in the simulator.

Column
width60%

Videoautoplayloop
0006_moveCenterOfMassBack_0000.mp4
1100%
2100%
3true
4false
5true

 

 

...