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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 and the RGB comes entirely from the texture.
Vertex Color
 – The RGB channel of the emitted fluid is determined by the emitter node's vertex colors. If this is used, the color swatch is ignored and the RGB comes entirely from the vertex color.

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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.


Particles Particles

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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 particles 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

Export Drag Particle Channels - 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 Velocityprtexportid – When prtexportvel – When enabled and the particle Type is set to Drag, this parameter exports the ID Velocity channel to the cache files, so that you can use it for rendering with motion blur or coloring of particles based on their speed using the Particle Texture.

.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.

ID | prtexportid – When enabled and the particle Type is set to Drag, this parameter exports the ID 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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