Exploring the Improved Directed Velocities in Chaos Phoenix: A Detailed Tutorial

October 16, 2023 3 min read

Exploring the Improved Directed Velocities in Chaos Phoenix: A Detailed Tutorial

Exploring the Improved Directed Velocities in Chaos Phoenix: A Detailed Tutorial

Creating harmonious and captivating visual experiences is now possible with the latest features offered in Chaos Phoenix 5.2. This software opens the door to manipulating directed velocities in simulations that can result in captivating visual effects. In this tutorial, we will walk you through a 7-step guide to setting up a simple yet impactful simulation using Chaos Phoenix 5.2.

Setting Up the Scene

The first step is to set up the scene. Start with a scene without a simulator and apply the Ocean preset. This action will automatically create a helper sphere. However, you can delete this sphere because it's not required for this project. You also need to delete the V-Ray plane that the Ocean preset creates as the sea floor, since you already have a suitable geometry for that. Finally, move the simulator to the absolute zero position.

Adjusting Settings for Better Visibility

Simulate the scene. If the simulator is too small or the ocean is not clearly visible, adjust the settings to correct these issues. Opening the Phoenix main window, a new feature in Phoenix 5.2, will allow you to dock the necessary rollouts for quick access. In the Preview rollout, switch on Show Mesh to better view the ocean.

Fine-tuning Liquid Parameters

Next, adjust the scene scale to create a smaller-scale fountain. For a faster preview, temporarily decrease the Grid Resolution by making the Voxel size 3 cm. Later, you can increase the resolution to accommodate the fountain splashes. Increase the Surface Tension to keep the liquid together and disable wetting as it's not necessary for this simulation. Also, adjust the foam amount and increase the threshold to prevent foam generation. Finally, increase the falling speed to more closely simulate water-like behavior.

Creating the Liquid Source Object

Select the liquid source object and choose the geometry for your fountain nozzles. Increase the outgoing velocity to 800 and set the Polygon ID to use ID five for the top face of the nozzle. Once these steps are completed, you can simulate the scene again.

Fixing the Grid Height and Optimizing the Simulation

Address the grid height in the working fountain by enabling Adaptive Grid, but limit its growth to only the height dimension. In Phoenix 5.2, the Adaptive Grid height won't affect the ocean level, even as the grid height increases. Next, simulate the scene again. Pay attention to the new simulation speed rollout, which provides valuable information about which parts of the simulation are taking the longest.

Experimenting with the Liquid Source and Texture

Now you can experiment with the liquid source. Enable the new directed velocity option and push the liquid in the X direction. Observe how these changes impact the simulation. To enhance this effect, use an RGB texture for the direction guide. Ensure the animated texture is applied to the source object Directed Velocity texture slot.

Finalizing the Simulation

To finalize the simulation, animate the RGB level from 1 to -1. Enable the foam and splash effects and increase the frame steps. Double the grid resolution for more detail. Now you can run the simulation one last time.

With the latest update to Chaos Phoenix, the speed and effectiveness of simulations have significantly improved. We encourage you to use this tutorial as a guide to explore the new features for yourself.

For more information about the newest and most advanced design software technology, contact our sales team at NOVEDGE.

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