Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Div
stylemargin-top: 10px
idFireSource_ParticlesExport

Export Drag Particle IDs | prtexportid – When enabled and the particle Type is set to Drag, this parameter exports the ID channel to the cache files.

Export Drag Particle Age | prtexportage – When enabled and the particle Type is set to Drag, this parameter exports the Age channel to the cache files.

...

Export Drag Particle RGB | prtexportrgbWhen enabled and the particle Type is set to Drag, this parameter exports the RGB channel to the cache files.

UI Text Box
sizemedium
typenote

The RGB Grid Channel output under Fire/Smoke Simulator → Output has to be enabled for the RGB simulation to take place.



Emission

...


Image Added

 

Anchor
Velocity
Velocity
Motion Vel. | usevel, velmult

...

 

AnchorVelocityVelocityMotion Vel. | usevel, velmult – When enabled, moving emitters will affect the velocity of the fluid and make it follow the emitter. This effect is controlled with the specified multiplier. If the emitter is not moving, this option has no effect.

...

Polygon ID | poly_id – Only the polygons with the specified ID of the emitter geometry will emit the fluid. This option affects the discharge only in Surface Force mode.

Anchor
TextureUVW
TextureUVW

Texture UVW

...

UI Text Box
sizemedium
typeinfo

The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation.

This is achieved by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output roll-out for the settings below to have any effect.

For additional information on the Texture UVW feature, please check the Dynamics roll-out documentation.

Image Added

 

Inherit TexUVW From Geomtexuvw_geom – Sets the UVW Grid Channel value for each cell where fluid is emitted to the UV value of the emission geometry in that cell. As a consequence, modulating the Smoke Color with a texture on the very first frame will produce a render that looks very close to the original geometry, if the same texture was applied to it. When this option is disabled, the TexUVW values will be based on the position of the emission object inside the Simulator.  Please check the Texture UVW example below. 

Map Channeltexuvw_geom_ch – Specifies the Map Channel index to sample. This is useful when your geometry has multiple UV sets (called Map Channels in 3ds Max) with different layouts.

Variationtexuvw_var_mode – Variation is used to offset the UVW coordinates upon emission to avoid visible tiling once a texture is applied to the resulting simulation. Similarly to a printer, if the UVW channel is not varied, it would be like printing out the same sentence over and over again on each new line. When varied, the printer will change the line being printed. The following methods are available:

  • No Variation
  • Along U
  • Along V
  • Along W
  • Along Grid Normals
  • Along Object Normals
  • Along World Normals

Variation/Sectexuvw_var_speed – Controls the variation speed - the default value of 1 will cause textures assigned for rendering to repeat exactly once for every 30 frames (1 second) of the simulation.

 

Emission from Particles

...

 

Image Added

 

Time Base | timebase – This parameter is used when emitting from particle systems. It allows you to animate the parameters using the age of the particle instead of the timeline frame time.

...