Versions Compared

Key

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

...

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

 



Parameters

...

Emitter Nodes

...

 

Div
stylemargin-top: 10px
idLiquidSource_EmitterNodes

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 pick an object from the Viewport, or a list of objects using the Scene Explorer.

...

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.

medium
UI Text Box
size
typeinfo

When emitting 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.

...

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.

UI Text Box
sizemedium
typetip

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.

...

None – The Viscosity channel will not vary.
Texmap 
– Allows you to specify a texture map for the Viscosity channel.
Vertex Color
 – The Viscosity channel of the released fluid is determined by the emitter node's vertex colors. 

 

Emission

...

 

Anchor
Velocity
Velocity

Motion Vel. | usevel, velmult – When enabled, moving emitters will affect the velocity of the fluid and make it follow the emitter. This effect is controlled with the specified multiplier. If the emitter is not moving, this option has no effect.

UI Text Box
sizemedium
typenote
  • Particles with attached geometry (such as PFlow particles using a Shape Instance operator) will act like standard geometry obstacles and will push the fluid by default, as long as their Solid Phoenix property is enabled.
  • Particles without geometry (even PFlow particles with a plain Shape operator) will need to be attached to a Source in order to interact with the fluid in any way.
  • Particles without geometry can emit fluid using their shape and size using the Source's Particle Shape and Custom Prt Size options.
  • Particles without geometry will not affect the fluid's motion by default, so you need to enable Motion Vel. explicitly if you need this effect.
  • If Motion Vel. is enabled, the fluid emitted by a particle may refuse to leave the particle shape area and continue to move together with the particle, because it will have the same velocity.

...

Polygon ID | poly_id – Only the polygons with the specified ID of the emitter geometry will emit the fluid.

 

Texture UVW

...

size
UI Text Box
mediumtypeinfo

The main purpose of Texture UVW 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 Texture UVW Grid Channel which has to be enabled under the Output rollout for the settings below to have any effect.

For additional information on the Texture UVW feature, please check the Dynamics rollout documentation.

...

Section

Example: Inherit TexUVW with Variation


medium
UI Text Box
size
typeinfo

The following video provides examples of Inherited Texture UVW coordinates repeating along the V-axis over 0, 1 and 2 seconds. When Variation is set to 0, the V coordinate remains static. If Variation is set to 1, it takes one second for a full repetition/tile along the V-axis.

Align
aligncenter

Video
0texUVW_variationAlongV.mp4
3true
 

...

Sphere, 1 voxel – Each particle will be the size of one grid cell. Particle sizes and shapes will be ignored.
Sphere, use size – The particle sizes will be used, but the shape will always be spherical.
Sphere, custom size – The particle shape will be spherical and the size will be taken from the Custom Prt Size field.
Use particle shape – The particle shapes will be used as they are provided. This might slow the simulation down if there are a large number of particles.

medium
UI Text Box
size
typeinfo

When a source emits from non-solid particles in any of the Sphere modes, the simulator traces each moving sphere and emits continuously throughout its trajectory, no matter how fast the particle is moving and how many steps the simulation uses. In a contrary way, in Use particle shape mode, the particles are getting evaluated the same way as regular mesh geometries, so in motion they are sampled only at the simulation steps without filling the trajectory in between the particle positions in time. In such case, if a particle moves very quickly and the simulator has low Steps per Frame, the trajectory of the particle would get interrupted and you should increase the simulation steps in order to keep it continuous.

...