welcome to this QuickStart tutorial for
Phoenix FD for 3ds max in this video we
look at how to use multiple sources and
emitters to create more complex
simulations like a fireball in outer
space now let's see how we can use
multiple emitters create a sphere with
about a 45 centimeter radius in the
Phoenix toolbar click the Create a fire
smoke simulator icon and click and drag
a volume like so around the sphere in
the create panel grid rollout adjust the
size to 188 by 188 by 150 then move the
sphere up to the center of the volume
click the Create a fire smoke source
icon in the toolbar and place it in the
scene like so in the modify panel click
the Add button and then select the
sphere to connect it to the source
notice that the emit mode is set to
surface force by default this will use
the surface of the emitter our sphere to
discharge the fluid along the objects
normals set the outgoing velocity also
known as discharge to 5 turn on AutoKey
and go to frame 51 and change outgoing
velocity to zero to turn the discharge
off go to frame 50 and set this back to
5 to keep the discharge going from frame
0 all the way to 50 turning off at 51 go
to frame 0 and start the sim you can see
that the sphere starts emitting from its
surface in the first few frames so stop
the sim select the simulator open its
dynamics rollout and turn standard
gravity to zero so the smoke will not
rise for this particular source we only
want smoke so select the source and turn
off temperature start simulating again
and we only have smoke on the surface
stop the sim let's break up the smoke a
bit more select the source and then the
modify panel general roll out in the
emit mode
section click the none button next to
mask and select a noise texture open the
material editor and drag that noise
texture to be diffused color map button
of a material and instance the noise to
it you can of course do this in the
slate as well
now click the map button to access the
textures parameters select the volume
and delete the caches from the preview
simulations by clicking on the trash can
icon in the toolbar and then click the
yes button add the material to the
sphere and then click to enable show
shaded material in viewport to see the
noise on that sphere in the coordinates
rollout change the source to explicit
mapped Channel in the noise parameters
rollout reduce the size to 0.2 and the
noise type to fractal then change levels
to 5 noise threshold high to 0.795
and the low to 0.79 for the noise
texture appears all black in the
viewport now the high and low values
that I set don't have to be those
numbers exactly so feel free to
experiment with your own high low values
as long as they are close together like
point seven nine five and point seven
nine four turn AutoKey on and go to
frame fifty set the low threshold to
about zero point four eight
let's also animate the phase at frame 50
as well to zero point two and then turn
off auto key scrub the animation and the
noise appears slowly over fifty frames
start the simulation by selecting the
simulation container and in the modify
panel click start in the simulation
rollout all elapsed just under a minute
of some time here and you'll notice that
the smoke animates over time according
to the animation of the noise texture on
the sphere expand the preview rollout
and in the GPU preview section turn on
enable in viewport
now switch the viewport to wireframe to
see it easier we'll add more smoke
select the fire source and change the
smoke multiplier from 1 to 2 the next
thing to do is select the sphere right
click and open the Phoenix FD properties
to make the sphere a non solid object by
unchecking solid object option this way
the sphere won't interact with other
emitters that will start creating next
shift drag the sphere to the left
slightly and choose object copy set this
sphere to be slightly smaller at a
radius of about 40 centimeters then
Center that inner sphere to the outer
sphere change the color of the second
sphere to make it easier to see click
the Create a fire smoke source icon in
the toolbar and place another helper in
the scene in the modify panel click the
Add button and then press H for the pick
object dialog to select the inner sphere
easily to connect it to the source for
this second sphere source use volume
brush for the emit mode the volume brush
mode will fill the volume of the emitter
object gradually over time as a
percentage set by the brush effect value
and we'll animate that to let the sphere
slowly fill up with temperature now note
that the volume modes require your
emitter to be non solid so when it's not
you will be prompted automatically to
change that we're just using this for
temperature so turn off smoke and go to
frame 5 and turn on AutoKey set the
brush effect to 60 go to frame 34 and
set that to 30 and at frame 35 set it
back to 60 frame 50 set the value again
to 60 and at frame 50 1 enter a value of
0 to turn it off and turn off auto key
start the sim and let's take a look
after about a minute the smoke
shows up but I don't see anything in the
middle yet so we need to tweak our
render settings select the simulator and
in the rendering rollout click the
volumetric options button in the fire
rollout select the bottom point of the
graph and change the lowest point for
the fire to 600 Kelvin so that the heat
we're building up is visible in the sim
sooner than the default setting of 800
Kelvin then set the fire multiplier to
two and set the physically-based
multiplier to zero point four to help us
see the intensity of the fire more
closely to the graph we just set and
have less of a black body shader where
the lower temperatures are invisible and
the higher temperatures become extremely
bright our value of zero point four is a
balanced solution that allows for both
the sphere to charge up and the
explosion that follows later to look
good as well and there we have it I'll
speed up about a minute of some time and
I'll stop the simulation if I scrub my
timeline my inner sphere gradually fills
with fire back to frame 0 select the
inner sphere duplicated by shift
dragging it and set that third sphere to
be even smaller with a radius of around
30 centimeters Center it within the two
other spheres and set it to be a
different color just like we've done
before create a third fire smoke source
from the toolbar and place it in the
scene in the modify panel general
rollout press add and use the pick
object window with the hotkey H to pick
fear 3 for this one we're going to use
volume inject as the emit mode this will
use the volume as well for the emission
but this time the fluid will discharge
with added pressure set inject power to
zero turn on AutoKey and go to frame 50
and set a key at 2000 then at frame 49
set a key at 0 and
frame 51 set it back to zero to create a
quick burst now you can see that this
creates an explosion but check this out
we can add a negative value to the
inject power for an implosion a frame
eighty create a key at zero then on
eighty one set a key at negative five
thousand to have a big explosion
starting at fifty which will get sucked
in again at frame eighty one select the
simulator and in the modify panel grid
rollout set adaptive grid to smoke and
lower the threshold to zero point one so
it will be more sensitive in expanding
the grid and then add an extra margin of
twenty to better detect a fast-moving
sim now since I already know how the sim
looks all the way up to frame fifty I'm
going to select the simulation grid and
go to the simulation rollout and change
the start frame to 50 to save a little
bit of sim time and then I'll start the
simulation after about thirty seconds
you can see the explosion I'd like to
add some nice swirls to the explosion
though so go to the dynamics rollout and
go ahead and stop your sim to make the
tweaks quickly in the conservation
section increase the quality to forty to
give us nicer swirls the higher the
conservation quality the stronger the
explosion shockwave and the better the
negative inject will work with a lower
conservation quality it would not be
able to draw in all the smoke from the
explosion now while we're here let's
make the sim look a little cooler expand
the rendering rollout and click
volumetric options we have an explosion
without gravity like we're in outer
space
so let's change the lower color to green
to make this look much hotter increase
the fire multiplier to something like 20
even though it might look a little bit
too hot at the beginning of the
explosion now if I move to frame 19 I'm
going to lose the gradual filling of my
sphere
so let's animate the fire multiplier go
to frame 50 set the fire multiplier to
to turn on AutoKey set the fire
multiplier to 2 then on frame 51 set it
to 20 turn off auto key step forward a
few frames to frame 56 and expand the
smoke color rollout and change the
constant color to an interesting color
like something with a purplish tint and
then close the window let's add a light
to the scene in the v-ray toolbar click
the v-ray sun and draw out its direction
in the front view like this and click no
when asked to add a v-ray sky
environment map in the modify panel for
the Sun turn the intensity multiplier
down to 0.01 frame up the shot in the
perspective view as you like to see it
and select the simulator grid in the
simulation rollout set the start frame
back to 0 in the grid rollout click the
increase resolution button twice and go
ahead and start the simulation
I'll lapse some time here to show you
how the simulation works and here let me
show you a render of this explosion
thanks for joining us for this quick
start video on using multiple sources
and emitters to make a cool outerspace
explosion using Phoenix FD for 3ds max