Versions Compared

Key

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

...

  • Set up how the RGB will appear in the simulation - currently you can emit TexUVW from a Source, and it can be inherited from the emitter geometry's UV mapping. You don't have to plug any textures in the Phoenix Source in order for TexUVW to work.
  • During simulation, TexUVW will get smudged and twisted, so you can control or counter this from the TexUVW Dynamics settings.
  • Rendering TexUVW happens the same way as in the first section of this page - when colors do not depend on the simulated content. Just having the TexUVW channel present in the simulation caches is enough to fit over the fluid any textures you map in the Fire/Smoke Color options, or over the Mesh material. Note that these textures must use an Explicit Map Channelfor the Fire/Smoke rendering these textures need to be connected the the simulator through a Maya Projection node in Perspective mode.

TexUVW is very versatile and it can be used where any textures would go in Phoenix. You can also use it for displacement mapping over the Phoenix Mesh or the Fire/Smoke shader. And you can also use it to map not just the Fire/Smoke Color, but also their opacity.

...