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Parameters
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Emitter Nodes
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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. |
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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.
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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. |
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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. |
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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
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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.
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Polygon ID | poly_id – Only the polygons with the specified ID of the emitter geometry will emit the fluid.
Texture UVW
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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. |
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Example: Inherit TexUVW with Variation
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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.
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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. |
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