

A value of 2 means that there is one intermediate step, i.e. A value of 1 means that there are no intermediate steps, and each step is exported into the cache file. The SPF parameter creates these steps within each frame. You need to introduce intermediate steps, until the object's movement becomes small enough that it happens smoothly across all steps for that frame. The simulation produces good results if each step introduces small changes to the sim.įor example, if you have an object that is hitting a liquid surface with a high speed, the result will not be very good if at the first step, the object is far away from the water, and at the second step, the object is already deep under the water. You cannot take a shortcut to simulate the last frame of a simulation, without first simulating all of the frames that come before it, one by one.
#STICKY NOTE SMOKE WATERFALL HOW TO#
To understand how to use it, keep in mind that the simulation is a sequential process and happens step by step. Steps Per Frame (SPF) is one of the most important parameters of the simulator, with a significant impact on quality and performance. See the Fill Up For Ocean and Clear Inside example below. If you don't want this effect, enable Clear Inside from the Chaos Phoenix Per-Node Properties of the Solid geometry. In order to eliminate air pockets between Solid geometry and the liquid mesh, this option will automatically set all Solid voxels below the Initial Fill Up level to contain Liquid amount of 1, even if they don't contain any Liquid particles.
#STICKY NOTE SMOKE WATERFALL SIMULATOR#
This way you can simulate moving ships or boats that carry their Liquid Simulator along with them as they sail into an ocean, so you don't need to create one huge long Simulator along their entire path. You can also animate the Simulator's movement or link it to a moving geometry, and it would act like a moving window over an ocean that stays in place. Pressure will be created at the Simulator's walls in order to support the liquid, and if the surface of a wall below the Initial Fill Up level, or the bottom, gets cleared from liquid during simulation, new incoming liquid would be created. The liquid created through the Initial Fill Up option will be initialized with the values set for the Default RGB and Default Viscosity parameters below.įill Up For Ocean| oceanfill – Changes the Open Container Walls of the Simulator so they would act like there is an infinite liquid volume beyond them.

For liquid simulations using Confine Geometry, you can enable Clear Inside on the geometry and liquid will not be created at simulation startup in the voxels inside the geometry. Initial Fill Up | initfill, flevel – When enabled, the container is filled up with liquid when the simulation starts. This option determines the fill-up level, measured in % of the vertical Z size of the Grid. Gravity | grav, gmul – Phoenix Gravity makes the liquids fall down and makes fire rise up. The Gravity option is a multiplier, so using the default 1.0 will make it behave like real world gravity, setting it to 0.0 will disable its effect completely, and you can also use negative values, which will inverse the gravity effect. Increasing the Scene Scale or the Steps Per Frame allows them to stabilize, which in turn keeps the surface smooth.


Liquid artifacts usually appear when the liquid particles move a great distance between frames. Other possible solutions in case tweaking the scale is not possible are to either increase the Steps Per Frame, or to reduce the Cell Size of the Simulator. If you encounter artifacts in the form of horizontal lines perpendicular to the direction of movement, with Motion Inertia enabled, please ensure that the Scene Scale is reasonable considering the type of effect being simulated. When running liquid simulations with the Initial Fill Up option and Open Container Wall conditions, the surface of the generated liquid should remain smooth.
