Phoenix liquid RGB mix

Hi all
I’m trying to make a simulation with RGB colors (two colours texture) but I get this ugly flicker effect. How can I solve it? I would also like the colors to remain well separated. Thank you all

Hey,

In the Dynamics options of the simulator set the RGB diffusion to 0. You can find more about it here - Phoenix for 3ds Max

Setting the rgb diffusion to 0 along with a bit higher grid resolution should help with the flickering.

Hi.
In this example the RGB diffusion is at 0.1.
I also tried at 0, everything is just more sharpen but the flicker remains. The texture is a solid gradient ramp.
Total cell 37.000.000 I think the resolution is already very high, step for frames 12.
If anyone wants I can send the scene.

Can you show us the settings for the the Phoenix texture?

Sure - you can attach the scene here (you will need to add it to a zip file) or send it to the support mail if there is something confidential.

Thanks!

I created a gradient ramp and assigned it to the liquid source and a vrayMaterial with phoenixFDtextmap which I assigned to the liquid simulator.

..here is the scene file
Test_01.zip (3.23 MB)

In your case I would recommend to use Particle Texture instead of the grid one (if you wish to stick with the grid texture you will need to increase the grid resolution a lot more). This way you can use the rgb channel of the liquid particles and get a bit better blending between the colors.
In order to make it work, duplicate the simulator and make it invisible and non-renderable from the Object properties. We make this copy just to read the particle data.

Then create a Particle Texture, pick the Liquid Particles from the duplicated hidden liquid simulator. Turn on Color from particle channel checkbox and pick the RGB.
Using the Particle area radius you can control how much the particles will blend, note that bigger radius will render slower.

Here are two screenshots how it looks with the Grid and the Particle Texture. I’m attaching and the scene with the Particle texture - it’s for Max 2017, let me know if you need it for an older one.

Hope this helps.



Test_01_chaos.zip (3.25 MB)

Hi!!
Great!!! The effect I want to achieve now is much much better. So the lower the radius of the Particle Area Radius, the more defined is the color?
Can I change the radius after simulating?
I simulated some frames but it seems to me that flickering is still there (way less than before).
I tell you more precisely after rendering.
If you want I will send you a new link to see the result as soon as it is ready.

Thak you again for you precious help!!:):):slight_smile:

Changing the Particle texture settings is just a render time effect so you can adjust is after the simulation is done.
Having smaller radius will give more defined result, but if you go too low you might start seeing some artifacts.

Thank you Georgi! I will show you the result :wink:

Hi Georgi!
as promised..the final result

Is there any way to color the wetmap according to the fluid colors?
Thank you again for your support! :slight_smile:

Hey, looking great! It’s not yet possible to simulate the RGB of WetMap particles but we have it in the to-do list and will bump its priority :slight_smile:

thank you Svetlin! :wink: