When I have a simulation, just need it to be bigger in the scene:
I saw I can scale the simulator
And (I’m guessing here) when I resimulate, it will be the same result.
Is that right?
Can I scale simulators like other objects in the scene (knowing, that this will of course not increase the resolution because I’m scaling the voxels)
I don’t know if this is correct way, but in my current project I have four instances of same simulation with each scaled differently. As always, I run the simulation by using a dummy geometry on separate scene. That way each render render simulators are updated correctly. Then I just activate the entry in my backburner queue to see the update in rendered animation as well.
Nope, don’t scale Simulators if you intend to run their simulation. You can scale them if you will only render them, but simulation will likely break if a Simulator is not at 100% scale. You can rotate Simulators though
Further to this message I have just started using Phoenix and have used some of your fountain and waterfall simulation example scenes, these are done in units CM, how do I bring these into my scene which is set to units M ?
Any ideas or do I have to run them again under Meters? As far as I see if you use Max’s converting units from CM to M it doesn’t work.
So if your scene is in meters, but still the world scale is correct, then the fountain simulator from here (Phoenix for 3ds Max) which is 90 cm tall should become 0.9m tall and keep working correctly, if you do the following:
- Merge the fountain scene into your scene.
- In the Grid rollout, decrease 100 times the X, Y, and Z sizes in voxels - they should read 139, 155 and 90.
- Further down in the grid rollout, you should do the same with the adaptive limits - they should read 55, 55 for X, 50, 62 for Y and 0, 716 for Z.
If you have already simulated the original scene and it had created the Particles […] of nodes, then delete them from the merged scene or don’t merge them at all in the first place, and then pick the Simulator’s Liquid particle system from the Particle Shader.