General

Bi-color

Burning liquid

Freezing flame

Nuke

PFsource

Pool

Simple Flame

UVW

World Space Modifier

Candle

Rocket

Multicolor

Burning Plane

General

The following samples are provided to illustrate the usage of the different features in Phoenix. They can be found in the following folder: My Documents\Phoenix FD\samples

Bi-color

How to start:

You have just to start the simulation, no additional actions are needed.

How it works:


This sample illustrates how to obtain age dependent coloring of the fluid. The core function used to achieve such effect is the cooling, it affects only the temperature channel and this gives the opportunity to "measure" the age of the fluid. Without cooling, the temperature and the smoke channels are decreasing with equal rates due to mixing with the environment air which means that the temperature/smoke ratio remains the same. The cooling causes the temperature to decrease faster than the smoke, and this changes the ratio in the time. In this sample the opacity is determined by the smoke and the emission is determined by the temperature. In the upper part of the flame the fluid with the same smoke concentration has lower temperature than the fluid below and this causes different coloring.

 

Burning liquid

How to start:


First start the simulation of the FuelSim node, and after finishing start the simulation of the FlameSim node


How it works:


The liquid is simulated using very low temperature of the released fluid and high conservation value (20 instead the default value 8). The "Smooth conservation" option also plays an important role. The rendering of the liquid uses the solid mode option with transparent refractive material.
The flame is simulated using the the FuelSim node as source.

Freezing flame

How to start:

 

Start the simulation from the Ice node.

 

How it works:

 

There are two overlapped nodes in the scene, representing the flame and the ice. The both nodes use as render input the simulation output of the Ice node (see the "Input" rollout). The opacity of the flame is animated in the transparency diagram, and the ice is animated via the refractive index. The slowing of the flame is made via the time scale parameter of the simulation.

 

Nuke

How to start:


Start the simulation of the node Simulator01. There is a Particle Flow source in the scene that is turned off by default. Turn on the Particle Flow if you need to render the scene with displacement. For further convenience you can check the option "save cache in file" of the particle flow cache.


How it works:


There are two overlapped nodes in the scene, for simulation and rendering. This separation is necessary to prevent circular reference, because the rendering uses particle texture, that uses the simulator itself.The displacement technique is applied in this case, to achieve fine details over the smoke. Using simple cellular displacement is good enough for static frames, but for moving smokes it causes unnatural appearance of the surface's movement. To make the displacement follow the surface, the particle texture tool is applied. This tool constructs a texture from particles, in our case the particles are dragged along the fluid.

 

PFsource

How to start:


Just start the simulation


How it works:


This scene demonstrates how to use particles as source.

 

Pool

How to start:


Just start the simulation


How it works:


The content of the simulator is initialized using script code. The simulation is made liquid-like with high conservation value, mass sensitive core mode (Uniform s option not checked), and smooth conservation mode. The rendering requires V-Ray.

 

Simple flame

How to start:


Just start the simulation


How it works:


This is the simplest simulation that can be made. All the settings are the default simulation and rendering settings, except the additional lights.

 

UVW

How to start:

Just start the simulation


How it works:


In this scene no fluid sources are present, all the activity is produced from the body-fluid collision. To visualize the fluid's movement UVW channel is exported and used as texture mapping coordinates in the rendering.

 

WSM

How to start:


Just start the simulation


How it works:


This sample illustrates how the WSM objects can be used to affect the simulation.

 

Candle

How to start:


Just start the simulation


How it works:


This illustrates how the flame can be influenced when the simulator is moved in the scene.

 

Rocket

How to start:

 

Just start the simulation

 

How it works:

 

The source is ID sensitive and the fluid is emitted only from the bottom of the rocket. The Vorticity parameter is set to a relatively low value in order to produce a displacement friendly surface. In order to produce the jet a high value for the Discharge was used. The SPF upper limit is set to 40 because of the high speed of the fluid.

 

Multicolor

How to start


Start the simulation from the "sim" node.


How it works


A texture with four colored dots is set as discharge modulator and as UVW source. As a result only the dots are releasing fluid, and the UVW content of the fluid has the RGB values of the texture. The shading is done in a second Phoenix object to avoid the circular references, for more details see Complex rendering and "Circular reference" message. To achieve clearly visible smoke and fire, the emissive color is formed multiplying two textures exported by the simulator - the UVW channel and the emissive channel. The first one gives the color, the second one gives the power of the light.

Burning plane

How to start

 

Just start the simulation.

 

How it works

 

The this example shows simulation of convection cells over an infinite plane. To achieve a pseudo infinite behavior the X and Y boundaries are set to "wrap".