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idFireSource_Overview

You can use the Fire Source to emit fire and smoke into Fire/Smoke 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 listThe Fire 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.

The Fire 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 grid channel and you can emit many channels at once. Additionally, you can emit particles 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. AlsoEach 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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titleUI Path: ||Create panel|| > Helpers > Phoenix FD category > PHXSource button

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idFireSource_EmitterNodes

Emitter Nodes | sources – Specifies a list of objects that will emit fluid. Press 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, please head over to the , 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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idFireSource_EmitMode

Emit 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 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. Note that you can both increase or decrease the values of the fluid channels in Volume Brush mode.

This In order to affect the volumes of objects, 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 pressureSurface 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 VelocityInject Power and it specifies the speed 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 Source 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.

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idFireSource_OutVelocity

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

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idFireSource_OutVelocity_Mask

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.

Emitted Channels

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idFireSource_Temperature

Temperature | temperature, uset – Specifies the temperature of the emitted fluid, in Kelvin. A value of 0 is absolute zero, and a value of 300 denotes room temperature. Temperature above 300 makes the fluid rise up, while temperature below 300 makes it fall down. You can find out more about Phoenix Grid Channel Ranges here. If the Temperature channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored.

Modifiers | dmodt Discharge Modifiers can be attached here in order to affect the Temperature parameter.

Mask | tmap, usetmap Allows you to vary the channel over the surface or the volume of the emitters. If this is not used, the Source will emit equal temperature over the entire surface or volume of the emitters.

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idFireSource_RGB

RGB | uvw, useuvw – If the RGB Map is not enabled, the emitted fluid's RGB channel will contain the specified color. If the RGB Map is enabled, the RGB values from the texture map will be used instead of the color swatch. If the RGB channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored. Also, note that if Emit Mode is set to Volume Brush or Volume Inject, the Map cannot use Explicit Map Channel or Vertex Color Channel mapping, because these apply only for the surface of the geometry.

Modifiers | dmodrgb Discharge Modifiers can be attached here in order to affect the RGB parameter.

Map | uvwmap, useuvwmap – Allows you to vary the RGB over the surface or the volume of the emitters. If this is not used, the Source will emit equal RGB over the entire surface or volume of the emitters.

None – The RGB channel will not vary.
TexMap 
– Allows you to specify a texture map to color the fluid emitted by the Source. If this is used, the color swatch is ignored.
Vertex Color
 – The RGB channel of the emitted fluid is determined by the emitter node's vertex colors.

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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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idFireSource_Particles

Particles | particles, useprt – Allows the source to emit particles into the Simulator. The particle birth rate is in thousands of particles per second.

Type | prttype – Specifies the type of particles created by this source:

Drag – The source will emit Drag particles. These are the simplest Phoenix particles and are just carried by the velocity of the simulation, without interacting with one another. They can be shaded using the Particle Shader and can be used for simulation of embers, or integration effects such as dust or sand. The RGB color of Drag particles is inherited from the Source and written in the cache files if the Simulator → Output → RGB Grid Channel is enabled.
Foam – The source will emit Foam particles into liquid simulations. Note that Foam simulation must be enabled from the Liquid Simulator so this type of particles can be emitted into it.
Splashes – The source will emit Splash particlesparticles into liquid simulations. Note that Splash simulation  must be enabled from the Liquid Simulator so this type of particles can be emitted into it.

Modifiers | dmodprt Discharge Modifiers 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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idFireSource_ParticlesExport_ParticlesExport

Drag particles are created as separate particle systems per each Source that creates them, using the name of the emitting geometry. This is why the particle channels written to the simulation cache files are chosen from the Source, unlike the channels of other particle types which are set through a Simulator's Output rollout.

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.

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

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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 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, 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 Please check the Texture UVW example below. 

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Variationtexuvw_var_mode – Variation is used to animate and 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:

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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.:

Absolute – Parameters of the source will be animated based on the timeline frame time.
Particle Age – Parameters of the source will be animated based on the age of the particle. This way, values at timeline frame 0 will apply to each particle at the moment of its birth, and e.g. values at frame 10 will apply to the particle 10 frames after it was born. This allows particles born at different moments to perform identical animations offset in time. This can be useful e.g. if you want all particles to emit strongly after they are born and reduce their emission after a while, but in case the particles are born through a long period of time, the Absolute mode will change the discharge of all particles together, while Particle Age will allow each particle to have its own copy of the animation.

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