This is going in the right direction for us. In the next step, we add some detail back into the sim by setting the Conservation Method to Buffered.
This is usually required if the emitter object is moving quickly and producing stepping in the emission, or the outgoing velocity is so high that the fluid becomes noisy. For an in-depth explanation, please check the Steps per Frame documentation.
The Plain Force is a simple directional force. Then, under the Preview roll-out, enable Forces.
This will generate a collection of arrows showing you the direction of the force. You could experiment with other forces as well. As the renderer traces rays through the simulator, this value controls how often to get information from the grid. If this value is more than , some cells will start getting skipped and artifacts may appear but rendering will be faster. For the final render, reduce this value back to 20 as the toolbar preset set it. This will tell the volumetric shader to render the smoke such that the densest areas of the smoke channel will render with a maximum opacity of 0.
This section controls the emissive fire color of the volumetric shader and the light emitted by the simulator. Unlike the smoke color which needs an external light to become visible, the fire will be visible immediately. As you can see from the screenshot to the right, there are a dozen or so manually placed colors on the ramp, and the curve has been edited too.
If you accidentally de-select it, use the Select Scene Time Warp option. This will stretch all animation curves in the scene by a factor of two. Note that the only animated object in our scene is the Place3d node for the VolumeNoise texture - instead of moving 20 units in Z over the span of frames , it will now do it over the span of frames It's very important to stress that this will not affect the Phoenix FD Simulation.
If you have 60 frames simulated, apply a Scene Time Warp and hit the Play button, the simulation will play from frame 0 to frame 60, just like before the Re-Scaling. The play speed of a Phoenix FD simulation can only be tweaked from the Input roll-out of the Simulator. Now that the animation speed of the scene objects is reduced in half, we need to do the same for the Phoenix FD Simulation.
Open the Input roll-out and set the Play Speed to 0. The Play Speed parameter works as a multiplier for the Playback speed. When set to 1, it reads one cache file for each corresponding timeline frame. This Blending process works really well with FLIP water simulations as FLIP particles are fixed points in space, and consequently, the in-between particle positions can be easily determined from the previous and next frames' cache files.
Reducing the Play Speed is good enough for most Smoke simulations but attempting to blend Fire simulations tends to produce flickering in the fire intensity.
Since the Resimulation process reads the cache files as specified in the Input panel, this will recalculate the dynamics at the reduced speed and provide you with a smoothly slowed-down simulation. Open the Resimulation roll-out and enable Resimulate.
Set the Affect drop-down to Both. Note that when you enable Resimulation , Phoenix FD will try to read the cache files for preview and rendering from the Resimulation Output Path instead of the 'regular' Output.
We assume no responsibility for, and offer no warranties or representations regarding, the accuracy, reliability, completeness or timeliness of any of the content. Your browser does not support the HTML5 video element. This will generate a collection of arrows showing you the direction of the force. We will first take care of that by using Maya's Paint 3D Tool to to specify where the emission happens through a Texture map. Support Select this reward. Surely not all the victims were paupers!
Don't be alarmed if the Viewport goes blank - you can always go back to the original cache files by simply disabling the Resimulate toggle. Set the Amplify Resolution to 0. This parameter is used to increase the resolution of the grid for the Resimulation process only just like the Cell Size in the Grid rollout controls the simulator's resolution. Because we only want to recalculate the cached sequence , we leave the Amplify Resolution at 0. This option works great when trying to produce a slower version of your base simulation, as is the case with our fire.
Set Wavelet Strength to 0.
Wavelet Turbulence is used to generate wispy detail in a simulation but we're not looking to add additional details so the Strength is reduced to its lowest possible value. If you want to use Wavelet Turbulence , you need to Enable Wavelet Grid channel export from the Output rollout of the simulator.
Note that it will take effect only if Amplify Resolution is above 0. In general it's not recommended to change any Dynamics settings between the original simulation and Time-Bend Resimulation because all of them will affect the resimulation.
In order to get the closest match, both the original and resimulation should be run with 1 Step per Frame. Simulating continuous burning fire is one of the rare cases where we can get away with changing the Steps per Frame without dramatically changing the shape of the fluid after Time-Bend resimulation.
You can use the Amplify Resolution option to add extra detail to the simulation during the Resimulation process. The Amplify Resolution setting controls the number of voxels that will be used for the grid during resimulation. Here's the simulation above, resimulated with Amplify Resolution of 1. The painted Vertex Color on the chair geometry will heavily affect the simulation result. Here is a simulation with the emission pattern from the picture above, with an Amplify Resolution value of 1. However, for reference, here are their properties:. All Rights Reserved. Autodesk and Maya are registered trademarks or trademarks of Autodesk, Inc.
Linux is a registered trademark of Linus Torvalds in the U. All other brand names, product names, or trademarks belong to their respective holders. Quick Search. Phoenix FD 3. A t tachments 55 Unused Attachments Page History.
JIRA links. Skip to end of metadata. The final scene consists of the following elements: The chair geometry. The Drag particles are used to represent embers. A Phoenix FD Simulator for the fire. A V-Ray Infinite Plane for the ground. Here's how the simulation looks with the default Burning Fuel preset. We will first take care of that by using Maya's Paint 3D Tool to to specify where the emission happens through a Texture map. We resolve this by disabling the Vorticity parameters and tweaking the Fire rendering Color and Intensity curve of the volumetric shader.
Think of a campfire - the flames produced by the Burning Fuel preset don't resemble the calm and elongated fire produced by burning wood. You may set this to 0 to save on space as the simulation is relatively short and fast. Open the Fuel roll-out and deselect Enable Burning. Perhaps the Phoenix should have been alerted to the prospects of doom. After all, the ship was barely underway when Capt. Sweet slipped on the deck and severely injured his knee to the extent that he was confined to his bed. She arrived safely, but battered, at the port of Manitowac, Wisc.
At midnight Sunday, Nov. About 2 miles into the trip, a fireman discovered flames growing out from under the deck housing the boilers. The fire spread rapidly. Panic overtook the passengers. Efforts to quell the fire proved futile. Of the estimated people on the Phoenix, approximately perished in the flames or the waters of the cold November lake. Most of the Dutch immigrants had escaped the clutches of the state only to succumb in one of the most disastrous incidents on Lake Michigan. There were few survivors when the steamer Delaware arrived upon the scene to rescue them.
The loss of the Phoenix, on Lake Michigan, constituted the largest loss of life to fire on a Great Lakes vessel.