Because there are many situations where an automated solution might fail (such as the infinite ocean surface oscillating up and down until it settles which will cause the horizon to bounce), it is left to you to match the Ocean Level to its best value. Set the Foam Amount to 0. We will use a V-Ray Material to recreate the appearance of an ocean. Autodesk and Maya are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. The particle Age channel must be exported in order for these options to take effect (from the Source or from the Output panel, depending on the way the foam is generated). For more information, see the Falling Speed example below. Many workflow suggestions and example videos of commonly used simulation parameters are included as well. 1 means that the smallest bubbles are two times smaller than Size. 1 means that the largest bubbles are two times larger than Size. Set the Rising / Falling Speed to 0.5m and 5m respectively. The scale of the option is in units/sec. jQuery('#tocVertical').show('fast'); You can find the VRay Sky texture in the Hypershade. Set the IOR to 1.33 - this is the physically accurate index of refraction of water. All other brand names, product names, or trademarks belong to their respective holders. Unhide the original ship (ship_geo_001) and the original simulator (PhoenixFDLiquid001). The time required for the particles to reduce to half of their initial count, in seconds. Reduce the B2B Interaction to 0. We take care of that in the next step. [CDATA[*/ 2 responses. Depending on the type of vessel you are creating and its size, you should tweak the placement and scale of the source geometry. The object in this scene is a replica of a typical Navy warship. Your browser does not support the HTML5 video element 3dsmax PhoenixFD tyflow Splash & Foam Redshift Render Tutorial For this reason, it is possible that working at a low resolution until you're satisfied with their appearance and then increasing the number of cells may not produce a simulation that completely matches your expectation. Proceed by creating a Phoenix FD Liquid Source and specifying the box_liquid_source geometry as the emitter. //]]>. This parameter does not affect the foam born by splashes. All • Liquids • Fire & Smoke • Destruction • Product Animation. V-Ray and the V-Ray logo, Chaos Vantage and Chaos Vantage logo, Phoenix FD and the Phoenix FD logo are registered trademarks of Chaos Software OOD in Bulgaria and/or other countries. That is all. If the Rising Speed is too high, foam particles will shoot past the liquid surface into the air, like bubbles from a carbonated drink - you can compare the value of this option to the height of the Simulator to get an idea of it's too high or too low. var lastScrollPosition = 0; If the size of the Simulator in the scene cannot be changed, you can cheat the solver into working as if the scale is larger or smaller by changing the Scene Scale option in the Grid rollout. The main takeaway from this tutorial is an intuitive understanding of how the Foam and Splash parameters work together to produce foam from the collision of the vessel with the liquid surface. This is an Advanced Level tutorial. Try to find some information regarding the real world size of your model. .rwui_id_35662878-e79c-47d5-9771-9fd86493fb48 {color: #666666 !important; background: rgb(237,237,237); border: 1px solid rgb(201,201,201);}.rwui_id_35662878-e79c-47d5-9771-9fd86493fb48:hover {border: 1px solid rgb(166,166,166); background: rgb(219,219,219);}.rwui_id_35662878-e79c-47d5-9771-9fd86493fb48 .rwui_icon {color: #666666 !important;} Download Example File. Learn how to create popular simulations with Phoenix FD for Maya. × Phoenix FD Tutorial for Liquid Basic Setup. Scale is crucial for the behavior of any simulation. Surface Lock | fsrflock – Affects the bubbles placed on the liquid surface. The easiest way to emulate this effect is to simply use a box as a source geometry for a Phoenix FD Liquid Source - thus adding additional liquid and velocity into the simulation. Can anyone please guide me why I cannot see the Phoenix FD Foam Texture map? However, if you're working with a different file, you should create a V-Ray Plane and assign a simple diffuse V-Ray Material to it. Splash Threshold 10. However, creating a production quality shot of a similar nature may require some tweaks to the lighting, materials and/or the Phoenix FD … Microsoft, Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. The ship in this example is already animated for you. Example: Size Distribution This will slightly blur the specular highlights produced by the sources of illumination in your scene. The Motion Blur Step is set to 1. $("#tocHorizontal a").click(function(event) { }); X amount of liquid produces Y amount of splash particles. .rwui_id_1911088e-ef29-47f8-93b3-df3586808ad7 {color: #666666 !important; background: rgb(237,237,237); border: 1px solid rgb(201,201,201);}.rwui_id_1911088e-ef29-47f8-93b3-df3586808ad7:hover {border: 1px solid rgb(166,166,166); background: rgb(219,219,219);}.rwui_id_1911088e-ef29-47f8-93b3-df3586808ad7 .rwui_icon {color: #666666 !important;} Download Example File. Phoenix FD is a fluid dynamics simulator capable of creating a wide range of effects including fire, smoke, flames, liquids, explosions, ocean waves, splashes, spray, mist and more. Depending on your machine and the resolution of your sim, this option could provide a decent speed boost. This parameter is used to rotate the direction of the waves generated by the Phoenix FD Ocean Texture. For instance, you could create a small jet boat simulation, make 5 copies of it and place those copies around the ship. It is a purely artistic decision so feel free to tweak the Z Angle as you see fit. The Phoenix FD solver is not affected by how you choose to view the Display Unit Scale - it is just a matter of convenience. Set the Point Radius to 0.5. If you were to hit render now, you'd notice that the water is completely transparent and certainly does not look like an ocean. This is done by Left-Mouse-Button click, hold and drag from the Phoenix FD Liquid Simulator to the ship geometry. jQuery('#tocVertical').show('fast'); It goes over splash, foam, and mist parameters, setting up infinite ocean, the ocean shader, lighting, rendering and post production in after effects. This will automatically set up the link between the splash particle group, the shader, and the liquid simulator. Foam Amount | fbirth– Specifies the number of particles to be born when a given cell meets the birth condition, in thousands per second. If the difference in velocity between two neighbor voxels is higher that this threshold, foam particles should be born. ven though a real-life foam bubble is obviously not 5cm wide, here we can afford to use larger and fewer foam particles (because this is a distant shot) in order to optimize the sim. With Liquid Source at the back of the ship. Overview Note that this is not the time since the particle exited the grid, but the time since the particle was born. Phoenix FD gives you the streamlined workflows that you are used to with a product like V-Ray, in a powerful fluid dynamics system that can be used to simulate fire, smoke, explosions, liquids, foam and splashes, while offering great flexibility and speed. Select the box_liquid_source, add an Edit Poly modifier, go to Face selection mode and set the ID for all faces to 1. Point Alpha: 0.11The foam appears noisy and rough, Point Alpha: 0.017The foam is smoother and blends nicely with the surface underneath. The Splash Amount controls both the size of the splash particles and their number. Please check the comparison playblasts below. The process of correctly setting up the scale of the objects used in the simulation is covered in detail. Choose Yes when asked if you'd like a Phoenix FD Particle Shader generated for the foam particles. Which can be easily adjusted to Latham Pools — Recent Spaces - London-Based Architecture & … Age parameter to work, you need to Enable the export of the Age channel for your Splash particles from the Output menu of the Phoenix FD Simulator. It is crucial that you are mindful of the speed of your ship as it travels through the liquid. Then, when the splash particles enter the water, they are converted back into liquid particles. Open the Splash/Mist rollout and select the Enable checkbox. lastScrollPosition = newScrollPosition; You can see the FLIP Particles Life Cycle for more information on how Foam particles are created or destroyed. Make sure to either hide the measurement box or add it to the Phoenix FD Simulator →. Simulate realistic fire, smoke, liquids, ocean waves, splashes, spray, mist and more. The Phoenix FD Simulators should be seamlessly merged together. For more information, see the Size Distribution example below. .rwui_id_635d1bfb-e823-4bbb-ac91-cabae81be21e {color: #666666 !important; background: rgb(237,237,237); border: 1px solid rgb(201,201,201);}.rwui_id_635d1bfb-e823-4bbb-ac91-cabae81be21e:hover {border: 1px solid rgb(166,166,166); background: rgb(219,219,219);}.rwui_id_635d1bfb-e823-4bbb-ac91-cabae81be21e .rwui_icon {color: #666666 !important;} Download Example File, Page Contents What this means is that you can have a very long trail of Foam particles generated by a relatively small simulator. If you'd like to have greater control over the foam trail at the back of your vessel, the most straight-forward approach would be to use this exact same technique mixed in with a different Outgoing Velocity, Modifiers, Texture maps for the Outgoing Velocity, or even using the Noise parameter of the Phoenix FD Liquid Source. Also, set the System Units such that 1 Unit equals 1 Meter. if (newScrollPosition > lastScrollPosition) { This includes foam born according to the conditions set by the Foam Amount and Birth Threshold parameters of the Foam, as well as the Foam on Hit parameters of the Splash. Rendering Make sure to either hide the measurement box or add it to the Phoenix FD Simulator → Scene Interaction rollout → Exclude List so the liquid is not affected by it. The Ocean → Ocean Level parameter needs to be adjusted as well. With Phoenix FD you can create realistic liquid simulations with splashes and foam directly in 3ds Max. Water Simulation Phoenix FD Tutorial with Splash & Foam Enjoy a free Phoenix FD for 3Ds Max tutorial focuses on creating a large scale water simulation of an emergency airplane water landing. 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