Tips and tricks – phoenix fd 3.0 for 3ds max – chaos group help grade 6 science electricity unit test

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After Phoenix has created the *.aur frame cache files, you can preview them in the viewport and render them using V-Ray or the Scanline renderer of 3ds max. gaston y la agrupacion santa fe By default, Phoenix looks for render/preview input files in the $(same_as_output) path, which is the path in the Output Rollout. So even if you change the output manually, the render will keep reading from the new location. You may also manually change the render input path to a series of cache files that you have stored somewhere else previously, or to the cache files of a different simulator in the same scene, or even to a series of *.f3d or *.vdb files exported from other simulation software. Here is the basic flow:

Otherwise, if you enter your paths manually, please make sure that the Resimulation Input resolves to an existing cache sequence with exported Velocity channel (you can check the channels present in a cache file form the Simulation rollout). Also, beware that if the Resimulation Output Path coincides with the Resimulation Input Path, Phoenix will not prevent you from overwriting your existing cache files – it’s valid to do so if you need a more complicated setup.

The FireSmokeSim has the ability to perform a 2D simulation if one of the grid sizes is set to 1. To keep features like the embedded gravity and pressure decay, it is recommended to leave the Z direction active and set the X or Y size to 1. The main application of this feature is to create very wide fires that would otherwise be difficult with 3d simulation, like the image below.

Some simulations are hard to handle because of moving objects in them (e.g. a fire ball or bottle with liquid). The first, but not the only problem that appears is the need to cover the entire route of the moving object with the simulator object, and this requires really huge amount of cells to get the needed resolution. Even for a novice it’s apparent that such simulation is not efficient. The simulation is concentrated in a very small area which is moving in the huge empty grid. But this is not all. In the case of moving a bottle with liquid, you may have a short route that is easy to cover, but you still may have problems because the bottle changes its representation in the grid and each frame it must push the particles inside.

This is a technique that can accelerate the simulation up to 20% and decrease the RAM consumption about 10%. It sounds strange, but in some cases you can achieve the exact same look of the smoke without even using the smoke channel in the simulation, thus increasing the performance. How is this possible? The smoke and the temperature are born by the sources and are transported by the velocity field through the grid, mixing themselves with the environment air. gas equations chemistry This makes the temperature lower and the smoke thinner. It would be correct to assume that if some conditions are satisfied, the temperature and the smoke will have equal temp of decrease, and knowing the temperature, we can predict the smoke. So why do we need to simulate the smoke if we can reconstruct it by the temperature? In a normal fire/smoke/explosion simulation, the smoke channel is only used to calculate the opacity, so you just need a proper temperature-based opacity curve. How do we build it? It’s the default curve set for Smoke density when you set Based on to Temperature in the Smoke Opacity rollout. Controlling the opacity is as simple as changing the vertical position of the right point of the curve.

There are many situations when the simulation area is narrow and its volume is not very large by itself, but for some reason its bounding box is big and requires a huge grid to cover it. electricity hair stand up A perfect example for such a situation is a waterfall – the upper area can be covered by a box, which is wide, but not very tall; the vertical area can be covered by a tall and not very wide box; but together they have to be covered by a box that is both wide and tall, so a large grid has to be simulated for only a small significant volume. Another such example is the Wine Sample Scene .

For smoke/fire, the ability to put a Phoenix simulator as a source for another one is used. When a Phoenix object is used as a source, the implicit surface is determined by the Surface channel in the Rendering rollout, the Isosurface Level defines the geometry surface, and the new born fluid will appear over it. You have to set the isosurface level to a very small value, thus making the source surface a box. To avoid the additional speed added by the discharge parameter, in the PHXSource rollout, use either the Volume Brush for the Emit Mode with Brush Effect set to 100%, or use Volume Inject mode with a very low Outgoing Velocity (e.g. 0.001). Do not make it zero, because the system will decide that this is not a source and will skip it. To transfer the parameters of the gas from the first simulator to the second one, import the used channels of the first simulator into the map slots of the source helper using a Grid Texture | PhoenixFDGridTex. As the simulation will usually be ran multiple times, to avoid backward interferences, add the second simulator in the exclude list of the source simulator.

Phoenix has many tools for changing the animation timing of a cache sequence after it is simulated. The Input rollout has a variety of animation controls in the Time Bend rollout where you can change the speed of the animation, loop, or directly animate the cache index for each frame. When using these controls, Phoenix FD often needs to internally blend between two cache files to produce a given frame on the timeline. The Time Bend Controls blend frames on the go, at the moment when a new frame is loaded on the timeline – either while you’re previewing the simulation in the viewport, or when rendering. For fire/smoke simulations, if you don’t want this slowdown, you can bake a new sequence of re-timed caches using Time Bend Resimulation, as described below.

For fire/smoke, you can first try changing the Time Bend controls using the fast ‘Interpolate’ Frame Blend method, or if you have Velocity and Advection Origin grid channels saved in the cache files, you can get much better results using the Precise Tracing Frame Blend method. However, if you do have fire in the setup, it might flicker after re-timing using the Time Bend controls. wd gaster battle If you see any flickering/jittering/ghosting effects, you can run a Time Bend Resimulation to get smoother playback. The procedure is as follows:

These are the Backup Frames Phoenix uses when you press Restore on the Simulation rollout. In order to restore a stopped simulation, the simulator needs all the simulation data, so these cache files contain all the internal simulator data – velocities, particle IDs, etc. and thus they are larger. You can control how often such frames are written to cache from the Output rollout’s Backup Interval option. By default the Backup Interval is set to 15 frames, and if you don’t intend to Restore the simulation later, you can turn this off by setting it to 0, so you can save some hard drive space.

– The geometry must be "water-tight". This means that the geometries interacting with the simulation must have a volume. If you imagine you fill that mesh with water, it won’t spill out. electricity flows through It must not be a plane or a deformed one-sided sheet of geometry and it must not have holes in it. In 3ds Max the easiest way to fix this is to apply a Shell modifier on the geometry. – The geometry must not have flipped normals. – The geometry must not self-intersect or have overlapping faces.

A common problem when setting up DR is that by default Phoenix FD looks for the cache files in the same directory as the scene file using the $(scene_path) keyword. However, at the start of a network render, the scene file is copied to all render machines on the network to a new location, e.g. C:\Users\user\AppData\Local\backburner\Jobs\, while cache files are not automatically sent to the host machine. The cache files are not sent because on one hand they may be really huge and may overload the disk space of the host, and also because in many cases not all of them are actually used in the rendering. This is why when the rendering begins, if the hosts are looking for the cache files in the same directory where the scene file is, the cache files won’t be found.

In Phoenix FD 3.10, we added a Color Map slot you can use to color the particles differently, but it can do so much as a texture allows it to – e.g. a checker won’t be too much of a interesting shading, and furthermore, it won’t change with time, and even if you animate it, it still won’t fit the particle movement. However, you can plug a Phoenix Grid Texture in the Color Map slot – this way the particles from a Phoenix simulation can read voxel data from the grid channels, such as Speed or RGB.

In Phoenix FD 3.11, we extended the Phoenix Particle Texture so particles can be shaded using their own channels. Before, what the Particle Texture could do was to take the particle positions and create white areas around each particle in 3D space on a black background. 7 gas laws Since Phoenix FD 3.11, the Particle Texture can color the areas around each particle using a color from a particle channel – e.g. the Age, Position, Speed, or even just the particle RGB. This way you can plug the Particle Texture into the Particle Shader’s Color Map slot and shade the particles that way.