Hello, I was wondering if there is any sample showing how to build a waterfall along the lines suggested here: https://docs.chaosgroup.com/display/...ips+and+Tricks
As much as I tried I didn't succeed at building anything useful. Thanks
" Connecting Two Simulators in a Cascade Setup
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. 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.
For liquids, Phoenix provides very easy way to do this. You have to simulate first the source simulator, and afterwards start the recipient simulator. The recipient simulator must link to the source simulator through the Cascade Simulator parameter in the Grid rollout of the Simulator.
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 newly 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 Fire Source 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 | PhoenixFDTexture. Since the simulation will usually run multiple times, add the second simulator in the exclude list of the source simulator to avoid backward interference.
"
As much as I tried I didn't succeed at building anything useful. Thanks
" Connecting Two Simulators in a Cascade Setup
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. 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.
For liquids, Phoenix provides very easy way to do this. You have to simulate first the source simulator, and afterwards start the recipient simulator. The recipient simulator must link to the source simulator through the Cascade Simulator parameter in the Grid rollout of the Simulator.
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 newly 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 Fire Source 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 | PhoenixFDTexture. Since the simulation will usually run multiple times, add the second simulator in the exclude list of the source simulator to avoid backward interference.
"
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