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how to simulate liquid extinguishes fire

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  • how to simulate liquid extinguishes fire

    i want to simulate liquid extinguishes fire,but i don't know how,can anyone help me?

  • #2
    put an output texture in the discharge of the fire source and make this texture to be based on a phoenix texture,that is respectively based on the liquid.
    set the offset of the output texture to be 1 and the multiplier to be -1, this is all. this will produce a map that is white in the non liquid area and black in the liquid area. you have to simulate the liquid first, and then the fire
    ______________________________________________
    VRScans developer

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    • #3
      thank you,i'll try it later

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      • #4
        is the output texture "phoenix fd Particle Texture?"

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        • #5
          it's very hard to do it.Mr.Katev,could you give me a tutorial of "liquid extinguishes fire"?

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          • #6
            https://www.youtube.com/watch?v=3vx-RxsLNzk
            this was done with fume and realflow but the concept is that realflow is generating a wet map which im using to mask part of the texture mask that is generating the fume fire which i assume this is possible with fluids and fire in pheonix

            ---------------------------------------------------
            MSN addresses are not for newbies or warez users to contact the pros and bug them with
            stupid questions the forum can answer.

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            • #7
              ok, you will find attached a small sample scene.
              the important settings that differ to the default ones:
              1. the liquid simulator is set to inclusive interaction mode, in order to prevent interaction with the fire simulator and its objects
              2. the input of the liquid is set to "nearest if missing" in order to ensure some content in the first frames
              3. the velocity of the liquid is exported in order to produce more realistic influence over the flame, not just to extinguish it, but you can see intensive movement produced by the wind caused by the liquid
              4. the liquid map is set to world space, by default it is set to object space, because usually the map is used over the same object, here we have different situation
              5. the drying time is set to very high value, in order to prevent the disappearing of the water that suppresses the fire emission.
              6. the discharge map diagram is set to 1 at the zero liquid and 0 to value 0.1 and above of the liquid.
              7. there is a map over the temperature as well, it is the same as the discharge map, except the little offset that is added. the temperature map is needed to make the non emitting surface cold, otherwise it will produce small residual fire, even
              with discharge 0
              8. the wetting of the fire source will produce annoying stairs in the rendering. you have to hide them by push modifier of the source or by hidden render gizmo.
              Attached Files
              Last edited by Ivaylo Katev; 12-03-2015, 11:28 PM.
              ______________________________________________
              VRScans developer

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              • #8
                thank you,but i found i can't access the files you attached,don't know why.

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                • #9
                  if you can see only the public section, this is the expected behavior, ask the support for full access.
                  ______________________________________________
                  VRScans developer

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                  • #10
                    hi anyway to have you guys make a tutorial or a new set u pfor phoenix 3.0 including steam that appears where water puts out the fire. a nice youtube tutorial would be cool

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                    • #11
                      hi we are trying to do similar thing in phoenix 3 by placing wetmap texture on temperature fire slot but cannot extinguish the fire. Are we doing something wrong? Thank you

                      would be nice for future release to have an interaction between water and fire without any maps etc
                      Attached Files
                      Last edited by cb LLC; 03-05-2017, 08:34 AM.

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                      • #12
                        seems like we can get it to work only when we chose source particle system when water sim is purple in color. when it is green we get a dialog of available event and if we chose wetmap, liquiid foam etc then it will not work.
                        we also had to uncheck render time only

                        Our main problem now is output map with phoenix particle texture does not work so we cannot invert color from white to black. So not where water pours we have fire. Can anyone from chaos help how to invert colors of wetmap Thanks
                        Attached Files
                        Last edited by cb LLC; 03-05-2017, 12:20 PM.

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                        • #13
                          ok there seems to be phoenix bug. If you simulate water first and then start simulating fire it will stop at frame 10 because render time only is unchecked. In order for wetmap to work and put out fire water simulator must be hidden then output texture with inverted wetmap texture will put out fire. Hopefully you guys can give us input on it, File is attached
                          Attached Files

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                          • #14
                            Hey, I fixed a couple of issues with such a setup lately. Please make sure you are on the latest nightly and I'll check with our 3D guys if we could send over an example scene for you.

                            Cheers!
                            Svetlin Nikolov, Ex Phoenix team lead

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                            • #15
                              And here is the scene:

                              extinguish_fire_2015.zip

                              The wetmap from the liquid sim is used as a discharge mask for the fire source and goes through an Ouput tex in order to invert the mask. The particle tex goes as a mask into the temperature slot of the fire source as well, so that the emitter produces less temperature where it's wet, and this way it's not just the discharge velocity is decreased. The smoke continues to emit no matter what, but I guess you could also use the particle tex to modulate it - for example you could map the RGB and emit gray smoke where the emitter burns and white smoke where the wetmap it.

                              Hope this helps!
                              Svetlin Nikolov, Ex Phoenix team lead

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