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This page provides information on the Mapper component.

Overview

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The Mapper uses textures to affect a channel in the simulation's grid. The chosen grid channel can either be directly set to the texture's values when the simulation starts, or it can gradually approach the texture's values over time. The Buildup Time specifies the time it takes for the channel to reach the full value specified in the texture under the influence of the Mapper.

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Parameters

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Active | active – Animatable checkbox that turns on and off the effect of the Mapper.

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Buildup Time | influence – When Initializer is disabled, this parameter specifies the time it takes (in seconds) for the channel to gradually reach the value specified in the Map. If Buildup Time is 0, the effect is instant and fluid is set to the values from the Map immediately.

 

How-To's

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Following are some example setups you can create using a Mapper.

For a detailed tutorial, please check the RGB Workflows tutorial (Chapter 5: Changing the RGB Color after emission with a Mapper and a V-Ray Distance Texture).

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You can use the Mapper to affect any grid or particle channel.

The video to the right shows the Mapper affecting the Grid RGB Channel instead of the Smoke density grid channel, and a V-Ray User Color texture with a solid Green color set as the Map parameter for the Mapper.

Once the smoke passes through the volume of the sphere geometry, it inherits the RGB color set by the Mapper for that region of the Simulator.

For this setup to work, a Phoenix FD Source is created to emit Smoke and RGB (the color is set to Gray). On the Phoenix FD Simulator → Output roll-outrollout, RGB Grid Channel export is Enabled.

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