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Showing posts with label
PhoenixFD
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Showing posts with label
PhoenixFD
.
Show all posts
2026/04/10
Chaos Phoenix FD的最後一支教學影片
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CG Channel昨天刊登了 Chaos決定停止更新Phoenix FD的消息 ,用的還是我做的Sea monster tutorial的影片當作配圖,看到真是感慨萬分! 我是在2014年5月17日跟我的直屬主管 Claudio Meireles(CI Mei)開視訊會議時...
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2026/04/06
RIP Phoenix 1997 - 2026 經典特效外掛之死
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四月四日從chaos收到Chaos Phoenix停止提供技術支持的信,這也代表Phoenix FD正式結束。收到這封信時並沒有很驚訝,畢竟這在2年前就已經聽說可能的結局,這封email只是在棺材上釘上最後一個釘子罷了。 Chaos Group是在1997年,由Vladimi...
2026/03/29
Phoenix FD Foam Splash Alembic動態模糊的設置
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這篇我要來講如果你把 Phoenix FD的Splash或Foam粒子輸出成Alembic,然後再用VRayProxy import回3ds Max時,要怎樣表現出Motion Blur? 關鍵就在於在VRayProxy上按右鍵,VRay object properties,...
Simulation assets and visualization assets模擬與視覺化
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最近發現能把Simulation assets and visualization assets放在同一個場景裡也是一種技能。以往我的作法是模擬是一個場景,要視覺化漂亮地算圖是另外一個場景。好處是模擬時比較不會被不相干的物件干擾 (當然可以透過exclude list來做到)...
2026/03/18
Phoenix FD Liquid Simulator不支援旋轉慣性
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Phoenix FD Liquid Simulator有一個固定的流程,就是先設定好船的移動 (比方說從A移動到B),然後把Liquid Simulator連結到那艘船。然後配合Motion Inertia這個選項讓液體模擬器帶有船的慣性。這樣一來你就不需要有超大的 涵蓋A到...
2026/03/17
Phoenix FD 重置粒子的位置
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產生asset跟單純算圖不同,asset會要求其pivot都是在(0, 0, 0)。畢竟希望給客戶乾淨的操作環境。 有時候在設置場景時,會經過好幾次的修改,Phoenix FD的Simulator可能就不在(0, 0, 0)的位置。如果你去修正 ,會發現Foam與Splash p...
2026/03/13
Conform modifier - collision proxy 快速產生碰撞體
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在進行流體模擬時,使用的模型最好是封閉的(water-tight)的幾何體。但常常我們拿到的模型只是針對算圖好看,但卻很少是針對模擬所建模出來的,因此FX Artist必須花時間整理模型。 如果時間不夠的話這裡介紹一種快速方法 - Conform Modifier。 首先,先拉出...
2026/03/09
Phoenix FD with V-shape stern wake 船尾波的製作技巧
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這篇要來分享一個之前有個客戶問的問題,就是遊艇後方的V-型波,或稱為stern wake。中文可以譯作船尾波。 一般船在航行時會產生兩個波,前方的叫做bow wave 船首波,後方叫船尾波。 預設的情況下,船首波很容易產生,把船的模型丟到場景裡,跑Phoenix FD Liq...
2026/01/18
D5 3.0 發表讓我對Chaos V-Ray近年來的發展更加失望
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一直以來我都是推薦 V-Ray 以及 Chaos 相關的產品,但最近兩三年,Chaos 的表現卻每況愈下。看到 D5 Render 發表 3.0 版本的影片 ,只能嘆息一聲「恨鐵不成鋼」。 我知道 D5 Render 是中國開發的軟體,因此我本身不會去使用,但就它的開發方向...
2026/01/09
Making realistic honey with Phoenix FD 蜂蜜流體特效
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By Hammer Chen In this article, I am going to share my tips & tricks for making realistic honey with Phoenix FD. 1. Modeling a h...
Shading the Winter Explosion 冬季爆破特效
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By Hammer Chen, Kristin Ivanova We recently introduced the Artillery Explosion tutorial available in Phoenix FD’s documentation. Now...
Whitewater shading with Phoenix FD 白水效果
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By Hammer Chen Whitewater is formed in a rapid, when a river's gradient increases enough to generate so much turbulence that air ...
Large Scale Fire with Phoenix FD 大尺度火焰特效
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By Hammer Chen, Kristin Ivanova In the previous post , we saw how to create a small-scale fire. In this article we are talking about large...
Making of Lava Flow with TexUVW 岩漿特效
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By Hammer Chen, Kristin Ivanova Phoenix FD 4's new feature TexUVW opens a great opportunity for adding details to your fluids. It allo...
Making of Deer Crossing River 麋鹿渡河特效
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By Hammer Chen In this article, I am going to share some tips & tricks of how I made this deer crossing river animation. Although...
VRayVolumeGrid and Nuclear Explosion 核爆整合
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By Hammer Chen In this article I am going to show you the benefit of using Phoenix FD in tandem with VRayVolumeGrid . I will use a nuc...
Bullet Time with Phoenix FD 子彈時間慢動作特效
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By Hammer Chen Have you ever wondered how to create a bullet-time effect for liquids with Phoenix FD? Especially when working with rig...
Visualize your forces with Force Preview 視覺化力場
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by Hammer Chen When dealing with complex scene, sometimes you have to adjust forces in the scene back and forth to get the desired res...
Making of a Burning Motorcycle 燃燒的摩托車
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By Hammer Chen In this article, I am going to show you some of the critical steps of making this burning motorcycle image with Phoenix...
Making clouds with Phoenix FD 雲朵模擬教學
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by Hammer Chen Do you know you can create realistic cloud by simply budding off smoke from a single plane? The key is using the right ...
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