---
title: "Liquid for a Shattered Wine Glass"
canonical: "https://documentation.chaos.com/space/PHX4MAX/124364807/Liquid%20for%20a%20Shattered%20Wine%20Glass"
format: markdown
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This page provides a tutorial for simulating a liquid for a baked fragmented wine glass using Chaos Phoenix.

## **Overview**

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> Macro (ui-text-box)
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> This is an Entry Level tutorial which requires no previous knowledge of Phoenix. A basic understanding of 3ds Max would be helpful but is not a prerequisite for being able to follow along.


## **System Units Setup**

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## **Scene Setup**

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> Macro (ui-text-box)
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> Note that Phoenix works best with closed geometry. You may check it with 3dsMax **STL Check** modifier. Geometry with a hole or other errors might cause problems when simulating.


## **Forces**

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## **Container Properties**

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In the image below, the blue geometry in the inside of the glass is used for the initial filled state of the liquid. For more information on creating this, see the [Using Initial Liquid Fill with Containers](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/124397527) tutorial. Right click to access its [Chaos Phoenix Per-Node Properties](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/124528638) and make sure **Initial Liquid Fill** is **enabled**.



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> ⚠️ Increasing the resolution of the grid can sometimes alter the shape and behavior of the simulation. Remember that higher resolution does not necessarily mean more realistic simulations. It depends on the project. Sometimes the resolution is too high, and there are too many details, or the look is not what the director is asking for. You have to find a good balance.


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![image](media://e86ef781-dfb0-4a3d-b703-0ffc05d4c29b)

*Steps Per Frame = 1*

![image](media://659886cb-a8a9-41bc-87e6-1f34045fcc51)

*Steps Per Frame = 15*


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![image](media://7b179177-23d3-4a78-92ec-5475e075c010)

*Smoothness = 0*

![image](media://7a31930c-b17d-49a5-be5a-097f511a59d8)

*Smoothness = 100*


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![image](media://fdbb031f-8c6d-4f2e-9328-d01ac521d14b)

*Particle Size = 0.2*

![image](media://453ce395-ea59-41f7-af79-8849819f3957)

*Particle Size = 1.0*


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## **Particle Tuner**

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> Macro (ui-text-box)
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> When using the Age channel as a condition in the Particle Tuner - make sure that the Age checkbox for the affected particle group is enabled in the [Output](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/124763480) rollout of the simulator.

> Macro (ui-text-box)
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> It is very important to pick the correct mesh for the distance expression. In this case "frag_mesh" mesh should be selected, because this is the existing one in the scene after the 2nd frame of the animation.


## **Materials**

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### Glass Material

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###   
Wine Material

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## **Lighting and Camera**

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## **Render Settings**

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## **Final Results**

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