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Overview

The Liquid Source controls how fluid is emitted from geometry or particles into the Phoenix FD Simulators. The fluid is emitted from the surfaces or the volumes of the specified objects (emitters). The viewport gizmo does not emit the fluid itself - it is just a container for the parameters.

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You can use the Liquid Source to emit FLIP particles into Liquid Simulators. It's not a problem to use it for emitting liquid as well, but you have to understand Grid Channel ranges well.

You can emit fluid from geometry or from particles. The fluid can be emitted from the surface, or from the entire volume of emitting geometry. Particles can emit from a spherical shape, or from instanced geometry shapes. Note that the viewport gizmo of the Source does not emit fluid itself - you have to first pick the geometry or particles you would use as emitters in the Source's list.

The Liquid Source interacts by default with all simulators in the scene. If you have The Liquid Source interacts by default with all simulators in the scene. If you have many simulators in the scene, you can restrict the source from emitting only into certain simulators using the Include/Exclude lists of the Simulators.

The Source can emit in 3 different Emit Modes - Surface Force mode creates fluid only at the surface of emitters, Volume Brush fills the entire volume of the emitters, and Volume Inject also fills the emitter's volume and adds pressure for an explosive effect.

You can emit any fluid particle channel and you can emit many channels at once. Additionally, you can emit different particle types from the Source. If you want to emit unevenly only from some areas or volumes of the emitters, you can use a Mask for each of the emission channels. Also, note that Each individual fluid channel includes a Mask slot for modulation with a texture across the surface or the volume of the geometry, and also a checkbox for controlling whether or not the Source will affect the corresponding channel. Also, note that if Emit Mode is set to Volume Brush or Volume Inject, the MapMask cannot use Explicit Map Channel or Vertex Color Channel mapping, because these apply only for the surface of the geometry.

Additionally, each parameter channel can have one or many Discharge Modifiers, allowing the emission to change depending on the surface properties for each different voxel of the emitter.. They allow you to gain more precise procedural control over how the fluid gets emitted. Discharge modifiers vary the emission over different parts of the emitter depending on properties of the emitter - e.g. the direction of its normals, the speed of movement at each point of an animated emitter, etc.

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title UI Path: ||Create panel|| > Helpers > PhoenixFD category > LiquidSrc button


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Emitter Nodes | sources – Specifies a list of objects that will emit fluid. Both geometry and particle systems can be selected here. Press the Add button and use the Left Mouse Button to select pick an object in from the Viewport, or a list of objects using the Scene Explorer.

Can pick Phoenix | pick_ph – When enabled, allows Phoenix FD Simulators to be selected as an emitter in the list above. This usually involves more complicated setups. For additional information, , as if the surface or the volume of its fluid was a regular geometry in the scene. This way you can use one Simulator to emit fluid into a second Simulator, so you can get effects such as burning liquid. For additional information, please head over to the Interactions Between Simulators page.

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Emit Mode Mode |   ifnotsolid – Specifies the way the objects in the Emitter Nodes emit fluid.

Volume InjectSurface Force – The volume surface of the emitters will discharge eject the selected fluid channels with added pressure. When along the geometry normals. In this mode is selected, the discharge parameter is named Inject PowerOutgoing Velocity and it specifies the added volume specifies the speed of the injected fluid per second. This mode is useful for getting explosive discharge. In order to emit from the volumes of objects, this mode requires that all selected emitters are set into non-Solid mode from their Per-Node Properties.emitted fluid in units/sec. The displayed units will change accordingly if the scene units change.

This mode can work with both Solid and non-Solid emitters. If you use a Mask for the discharge in Surface Force mode, white areas of the emitter's surface will eject fast fluid, while darker ones would emit more slowly. Black areas will not emit at all.

Volume Brush – The fluid inside the volume of the emitters will Volume Brush – The fluid inside the volume of the emitters will gradually change towards the selected channel values. When this mode is selected, the discharge parameter is named Brush Effect (%) and it specifies the rate at which the transition takes place. When Brush Effect (%) is 100%, the fluid will immediately reach the selected channel values, and if Brush Effect (%) is less, it specifies how close the fluid values will get to the values from the source in Source over 1 second. E.g. if the fluid Temperature inside an emitter's volume Temperature is 1000 and the Source emits Temperature 2000 with Brush Effect (%) of 80%, then after 1 second the temperature will have risen to 1800. This mode is useful for creating standing volumes of fluid with a high Brush Effect (%), or alternatively - to slowly convert the fluid inside the volume of the emitters to the values selected below over a period of time. In order to affect the volumes of objects, this Note that you can both increase or decrease the values of the fluid channels in Volume Brush mode.

This mode requires that all selected emitters are set into non-Solid mode from their Per-Node Properties. If you use a Mask for the discharge in Volume Brush mode, white zones in the volume will have the Brush Effect you have specified, while darker zones will use a smaller Brush Effect. Completely back zones in the mask would not be affected at all by this Source.

Volume Inject – The volume of the emitters will discharge the selected fluid channels with added pressure. When this mode is selected, the discharge is named Inject Power and it specifies the added volume of the injected fluid per second. This mode is useful for getting explosive discharge.

This mode requires that all selected emitters are set into non-Solid mode from their Per-Node Properties. If you use a Mask for the discharge in Volume Inject mode, white zones in the volume will have the Inject Power you have specified, while darker zones will use a smaller Inject Power. Completely back zones in the mask would not be affected at all by this SourceSurface Force – The surface of the emitters will eject the selected fluid channels along the geometry normals. The fluid's velocity follows the normals of the emitter geometry, so it is important to make sure they are not pointing inwards. When this mode is selected, the discharge parameter is named Outgoing Velocity and it specifies the speed of the emitted fluid in units/sec. The displayed units will change accordingly if the scene units change. This mode can work with emitter objects which are either Solid, or non-Solid in their Per-Node Properties.

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When using particles as source geometryemitting from particles in any of the 'Sphere' Prt Shape modes, the Surface Force Emit Mode is not supported - Phoenix FD will automatically fall back to Volume Inject mode. Only Use Particle Shape supports all 3 emit modes.

Inject Power / Brush Effect (%) / Outgoing Velocity | discharge / brusheffect / outvel – These parameters control the strength of the source. Check Emit Mode for more info.

Mask | dmap, usedmap Allows you to vary the Outgoing VelocityInject Power or Brush Effect (%) over the surface or the volume of the emitters. White areas of this map will have the strongest discharge, while black areas of the map will not discharge at all. The individual fluid channels can also be modulated using dedicated maps from the options below. See the info on the Emit Mode option above for more info on how the Mask affects each mode.

Modifiers |  dmoddisch – Discharge Modifiers can be attached here in order to affect the Outgoing VelocityInject Power or Brush Effect (%) parameters.

Noise | noise – Varies the Outgoing VelocityInject Power and Brush Effect (%) across the surface or the volume of the emitting geometry or particle. The variation also changes over time. This is a shorthand for using an animated noise in the Mask slot.

 

Liquid & RGB

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Emit Liquid – Enables or disables liquid emission. Disabling this option is useful in situations where only foam and splashes need to be emitted but not the liquid itself.

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To render these RGB colors for smoke, set the Smoke Color Based On parameter to RGB.

For rendering of meshed liquids, set a Grid Texture as the Diffuse map for a Standard or V-Ray Material, and set the Grid texture's Channel to RGB. 

For more information, see the RGB Map Vertex Color example below.

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Drag – This option is not supported by the Liquid SourceSource when used in Liquid Simulators. In a Fire/Smoke Simulation, these particles are simply carried by the velocity of the simulation, without interacting with one another. In a Liquid Simulation, a similar behavior is provided by the liquid particles which can be rendered using a Phoenix FD Particle Shader. If necessary, the Count Multiplier setting on the Particle Shader can be used to increase or decrease the density of the these rendered particles.
Foam – The source will emit Foam particles. Note that Foam simulation must be enabled from the Simulator so this type of particles can be emitted into it.
Splashes – The source will emit Splash particles. Note that Splash simulation must be enabled from the Simulator so this type of particles can be emitted into it.

Modifiers | dmodprt – A discharge modifier can be attached here in order to affect the Particles parameter.

Mask prtmap, useprtmap – Allows you to vary the amount of particles over the surface or the volume of the emitters. If this is not used, the Source will emit equal amount of particles over the entire surface or volume of the emitters.

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The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation. If such simulated texture coordinates are not present for mapping, textures assigned to your simulation will appear static, with the simulated content moving through the image. This undesired behavior is often referred to as 'texture swimming'. In Phoenix such textures can be used for mapping the fire or smoke color and opacity of volumetrics, as well as the color and opacity of meshes. Texture can be also used for displacing volumetrics and meshes.

UVW coordinates are generated by simulating an additional additional Texture UVW Grid Channel which has to be enabled under theOutput roll-out rollout 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, for example, 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. 

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