General

Attributes

Foam

Splashes

General

This rollout controls the parameters regarding the simulation of liquids/foam and splashes.


See Also Tips and Tricks, Initial fill up of liquids | Tips and Tricks, Settled liquids

Attributes

Simulator Panel

Liquid liquid - the channel used as liquid. If Disabled is chosen here, the liquid simulation is disabled.

 

Sharpness liqSharpness - the sharpness of the liquid-air interface. Bigger values result in more fine detail, but in some cases the grid cells can appear in the rendering. The lower values produce smoother liquid surface.

 

Viscosity liqViscosity - the viscosity (thickness) of the liquid. The bigger values requires more time to calculate.

 

Drying Time liqDryTime - the time needed for the liquid to evaporate, when Wetting is on.

 

Wetting liqWetting - when checked the liquid leaves a track over the surface of the bodies, that disappears slowly.

 

Static Surface Correction liqStaticSurfCor - used to avoid the roughness of a slow moving or static liquid surface. When enabled, and the local movement is less than one cell per simulation cycle, the surface processing uses lower Sharpness.

 

Strong Surface Mode liqStrongSurf - this enables a surface processing mode that suppresses grid artifacts. It should always be used whenever the liquid surface is clearly visible. However, it is not recommended for simulations with lots of foam, splashes and fine liquid details.

Strong surface mode is off
Strong surface mode is on



Foam


This group affects the foam simulation. To render foam, see PhoenixFDFoam.

Simulator Panel

 

Enable Foam foamEnbl - enable foam simulation.

 

Birth Rate foamBirthRate - specifies the count (in thousands per volume unit) of the particles to be born when a given cell satisfies the birth condition. This parameter does not affect the foam born by the splashes.

 

Birth Threshold foamBirthTresh - when Phoenix simulates, a specific birth potential is calculated for each cell that increases when the cell is more suitable to produce foam. The birth is allowed when the above mentioned potential exceeds the value of this parameter.

 

Half Life foamHalfLife - the time span during which a given bubble will burst with probability 50%.

 

Size foamSize - the size of the particles.

 

Size Variation foamSizeVar - relative range of variation for the size of the particles

 

Size Distribution foamSizeDistr - how many times the count of the smallest particles exceeds the count of the biggest particles.

 

B2B Interaction foamVolCycles - controls the internal bubble to bubble interaction. This option is used when the foam should have a volume, it keeps proper distance between the bubbles and keeps them stuck together. This parameter controls the number of interactions per second. Bigger values result in better preservation of the foam's volume.

 

Rising Limit foamRiseLimit - the maximal speed of ascent of nominally-sized bubbles toward the water surface. Bigger bubbles rise faster.

 

Falling Limit foamFallLimit - the maximal speed of descent of the foam.

 

Sticky foamSticky - controls the ability of the bubbles to stick to a geometry. This option needs the B2B interaction to be greater than zero.

 

Splashes


This group affects the splashes simulation. To render splashes, see PhoenixFDFoam.

Simulator Panel

 

Enable Splashes splEnbl - enable splashes simulation.

 

Birth Rate splBirthRate - specifies the count (in thousands per volume unit) of the particles to be born when a given cell satisfies the birth condition.

 

Birth Threshold splBirthTresh - when Phoenix simulates, a specific birth potential is calculated for each cell that increases when the cell is more suitable to produce splashes.
The birth is allowed when the above mentioned potential exceeds the value of this parameter.

 

Size splSize - the size of the particles.

 

Size Variation splSizeVar - relative range of variation for the size of the particles

 

Size Distribution splSizeDistr - how many times the count of the smallest particles exceeds the count of the biggest particles.

 

Air Friction splAirFriction - the splashes simulation takes into account the size of the droplets and the corresponding friction with the air is calculated. This parameter is a multiplier; a value of 1 means that the friction is corresponding to the real one.

 

Foam On Hit splFoamOnHit - controls how many foam bubbles to be produced when a single droplet hits the surface. This parameter works in terms of probability and non-integer values can be used as well.