Svetlin Nikolov shares his tips for getting quicker renders from Phoenix FD fire and smoke effects that does reduce the quality to some extent. Because these settings will be degrading your animations, they’re perfect if you want quick tests of simulations without having any long-term negative impacts on how well those frames render when running in game or other applications where lower poly counts make no difference – like movies!
Just a few tips on how to get a big boost at render speed at the expense of some quality– Svetlin Nikolov
The last few years have been a busy time for 3D artists. Since 2014, we’ve seen the release of Autodesk Maya and Phoenix FD which is now available with no host applications needed! As great as this tool may seem on first impression as one that can handle any job thrown at it from modeling to animation or rendering – there’s more than meets the eye here. Just like V-Ray does across all platforms within its domain (paint), so too will you find your workflow unchanged when using their product line up including those outside our list such as SketchFlow , Lustre Foundry Seminar Studio TV show creation apps
It seems chaos has finally found order because after many releases following each other closely by day.
PhoenixFD’s powerful fluid dynamics system is a great way to model fire, smoke and explosions. It can also simulate liquids or foam with ease!
Phoenix FD is now the go-to app for those seeking to model complex simulations. The fluid dynamics system allows you not only create water splashes, but also foam and stray elements that come with it! This hybrid technology means less strain on your computer as well because of its use in particles rather than grid based fluids like before. It’s perfect if large scale 3D artwork or animations are what tickle your fancy – Phoenix has got everything else covered too.
Phoenix FD Offers:
- A hybrid simulation system including grids and particles
- Automatic foam and splashes generation with optimized shaders for faster rendering and easier setup
- Optimization for huge amount of particles including a fog shader
- GPU preview that resembles almost rendering quality and allows you to setup your fluid in the viewport with multiple lights even before rendering
- Support for all fluids by V-Ray RT, including liquids with proper refraction, for quick and efficient material setup
- 3D procedural textures allow you to extract channels data from the simulation that can be used in various ways (blending colors of the fluid, changing the IOR for haze effects, etc.)
- Full integration with V-Ray, including proper GI from the generated fluid
- Option to generate haze effects for distorting objects behind the fluid grid
- Scripting through Maxscript in 3ds Max and Pyton in Maya for full control over your simulations
Going Further with Phoenix FD
A while back there was a good post that showed off the Phoenix FD workflow in an overview. There were also more detailed looks at creating mushroom clouds with this software, and for Maya users out there I recommend checking it out!