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This page provides information on the Interaction rollout for a FireSmokeSim object.

 

Page Contents

 

Overview


It is strongly recommended to avoid geometry that has cavities inside. These may cause jets and other undesired phenomena.

This dialog is used to enable/disable the interaction with objects in the scene. There are several different types of objects that may affect the simulation: Sources, Solid objects, Forces, etc.

By default, all these scene elements will interact with the simulator unless otherwise specified by the Include/Exclude list. If you want to disable the interaction you have to put the objects in the Exclude list. If there are more objects that don't need to interact with the simulator, you may alternatively switch to the Include list mode. In this mode you have to add to the list all the objects that you want to interact with the simulator.

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.

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


Parameters


   

 

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. 

Exclude hidden objects | exclhidden  – When enabled, the hidden objects will be excluded regardless of the list content

Object voxels | objvox  – Phoenix FD is a grid-based simulator, and geometry is converted into voxel form. The cells overlapped by a solid geometry object are frozen and processed in a different way. When a given voxel is half-way inside the geometry, this option helps you choose whether this voxel is going to be frozen or not. It does not produce significant change in the simulation, but is of crucial importance for the rendering. For example, if the object voxels are circumscribed, the liquids can't reach the real objects surface and this is visible in the rendering. You can override this option per object from its right-click Phoenix FD properties. For more information, see the Object Voxels example below.

Circumscribed  – All voxels that intersect the surface are considered solid. It's recommended for fire simulations.
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. It's recommended for liquid simulations.

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

 

Example: Object Voxels


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.

 


Object voxels = Inscribed

 


Object voxels = Circumscribed

 

 

 

 

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