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None – The Viscosity channel will not vary.
TexMap 
– Allows you to specify a texture map for the Viscosity channel.
Vertex Color
 – The Viscosity channel of the released fluid is determined by the emitter node's vertex colors. 

 

Emission

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Anchor
Velocity
Velocity

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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.

 

 

Texture UVW

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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.

 

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Inherit TexUVW From Geom | texuvw_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 Channel | texuvw_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.

Variation | texuvw_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/Sec | texuvw_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

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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.

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Custom Prt Size | prtsphsz – Specify a custom size for the particles using this option. The size is in scene units.

 

 

Example: RGB Map Vertex Color

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