Hello,
I have a problem with Phoenix FD. Version of the Phoenix FD is 2.1. 3dsmax version is 2013, 64 bit.
I created a glass and put It into Phoenix green box. Next I created a Phoenix liquid source and add emitter to It (cylinder). When I simulate this scene, liquid goes through the glass, but It must be kept in the glass. What could be the problem?
I’ve attached my scene to this message. Help me if it possible 
Regards, Sergey
beer_glass_3.zip (446 KB)
Please help me! I learned help for Phoenix, run the “beer.max” in “samples” folder. I can’t find a reason, why in “beer.max” all works but in my scene doesn’t.
by default the liquid simulation use inscribed voxelization, and i recommend to not change this. however, when the walls are less than 2 cells wide, this option makes them not existing, so you have two choices:
- increase the walls width
- increase the resolution ( causes slower simulation )
Firstly - there is something wrong with the glass-geometry. Such geometries are not suitable not only for simulations but also for rendering and etc.
Second the grid of Phoenix simulator is too large - for cleaner simulations the grid/cell of the simulator should be several times smaller that the thinner part of the glass-wall.
Next, the Discharge value=1200 in Phoenix source is too high , the simulator gets filled with liquid for a few frames and the speed of the fluid is too fast - more appropriate values would be between 100 and 200 depending on how fast you would like to fill the glass with liquid.
SceneFile ==>
beer_glass_05.zip (390 KB)
Ivaylo Katev, svetlozar_draganov
Thank you for quick response! It was very helpful for me. Now I’m working on integrating this scene into my project. You’re my saviors :)))
I’ve experimented with it again. The reason was exactly low resolution.
svetlozar_draganov, Yes, the geometry of the glass is terrible :)) I tried to increase thickness of the glass. It helped, but increasing the resolution is better :))
Thank you again!
I’ve found a better solution. Choose in PHXSimulator: Simulation → Object voxels → Circumscribed. I suppose that non-cylindrical glass surface makes problems (In cylindric beer mug all is OK). Professionals, correct me, if I wrong 
as i said, i recommend to leave it inscribed,you will have rendering problems with circumscribed voxelization.
Ivaylo Katev, Ok, thanks a lot!