Returning to my previous project, I got some new requests concerning the simulation. Isn't Phoenix simulation based on gravity. Now I've been asked to move the liquid in the simulation based on it's thermodynamics; so heath generated by chemical reactions is the motor for liquid flow. Any ideas to start working with?
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Creating particles inside the PhoenixFD liquid
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Phoenix doesn't have a temperature property for the liquids I'm afraid so you can't really heat up the liquid and make it move based on temperature for real. If you don't necessarily need physical accuracy your best bet would be to fake it.
You can use the velocity data from a fire/smoke sim and use this to influence the liquid sim through a Phoenix Mapper. You can check how this works here - https://youtu.be/1zhxaloGeOA
Georgi Zhekov
Phoenix Product Manager
Chaos
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Thanks for this great tutorial Georgi. Unfortunately it's not just what I'm looking for.
If we forget the temperature driven simulation and use the one I already have, I wonder if there's a way to color voxels according their position in simulation. So the liquid will be colored according it's position. Do I need to create a new simulation by emitting the liquid while using Vertex color with the emitter objects.
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Returning to the heat visualization,
Attached is a screenshot what I'm trying to achieve. So the liquid or gas simulation should have the voxels colorized as on attached 90 degrees cut cylindrical max geometry. So in general color should be blue on outer part and red towards the center or core.
Any ideas?
E: I mean this should be the initial state of fluid/gas simulation.
E2: Would the initial fill feature do the trick. I used the tutorial sample, where I modified the initial fill object in a way there a pothole in the liquid. The I would need to have several of these in top of each other.1 PhotoLast edited by JuhaHo; 16-03-2022, 07:17 AM.
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And this is simulated frame 30. We see the pothole being filled. Now I wonder if its possible to combine several different color initial fill objects to get correctly colored heat distribution visualization as seen on picture in previous post.1 Photo
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Hey, map the Source's RGB slot with a texture and use Volume Brush mode for 1 frame just in order to create the liquid and set the color, and then let the simulation do the rest. Is this what you are aiming for?
Also I did not understand if you want the pot hole to be filled, or if you don't want it to be filled?
Cheers!Svetlin Nikolov, Ex Phoenix team lead
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Thanks Svetlin,
By pothole I did mean that the liquid surrounding it represents one heat color code, blue in my sample for instance, It should be filled with the next heat color turquoise that has a pothole of it's own - and so on.
So, the get the colors I would need to use vertex colors in with my initial fill geometry?
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If you have different geometry objects for each color, no need for vertex colors - you can use different liquid sources in Volume Brush mode and set the RGB color for each liquid.
If you wish to use only a single emitter object, you will have to use vertex colors or a texture plugged in the RGB slot of the liquid source.Georgi Zhekov
Phoenix Product Manager
Chaos
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Thanks,
I managed to get some results, but then I rendering problem with the clipper object, when object color is used. The cut surface turns black instead of the object color, What I'm trying to achieve is picture above made with textured material on solid object. Red is made by using cutter object material and that's not I want.2 Photos
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I modified the model in a way that it's been cut during simulation, so it does not need rendertime cutting. The rendering is after simulation of 16 frames, so we can see a start of mixing. Now I need to add some more color components.1 Photo
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