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title UI Path: ||Create panel|| > Helpers > PhoenixFD category > PHXMapper button

 


Parameters

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

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Disabled - Disables this node.
Temperature - Maps the voxels of the simulator for the Temperature channel to the texture values. Keep in mind that this channel should be mapped with a texture with a range that is typically [ 300, 2000 ] for Fire/Smoke simulations.
Smoke - Maps the voxels of the simulator for the Smoke channel to the texture values. This channel is typically in the range [ 0, 1 ].
Fuel - Maps the voxels of the simulator for the Fuel channel to the texture values. This channel is typically in the range [ 0, 1 ].
Velocity - Maps the voxels of the simulator for the Velocity channel to the texture values. This channel can take both positive and negative values, and its range is not limited. If your texture produces no result, try using an Output 3ds Max texture to boost the values. Velocity is typically in the range of [ 10, 1000 ].
RGB - Maps the voxels of the simulator for the RGB channel to the texture values. Essentially, this will transfer the texture color to the RGB channel.
Viscosity - Maps the voxels of the simulator for the Viscosity channel. This channel is typically in the range [ 0, 1 ].

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You can find out more about Phoenix Grid Channel Ranges here.

Affected Particle Systems | affectpartsys - Allows the Mapper to separately affect the Liquid, Foam, Splash or Mist particles. You can also affect Drag particles in a Fire/Smoke simulation, but note that you cannot change their Velocity channel - they are simply dragged by the fluid. You could affect any Drag particle system by typing Drag in the list, or you can affect specific Drag particle systems by using their exact names.

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The Mapper can not create or delete particles - it can only change values in their channels, such as particle Velocity, RGB or Viscosity.

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A Checker texture is plugged into the Map parameter of the Mapper. When you Start a simulation, the Mapper will look at this texture to determine what values to apply to the voxels of the Simulator. Note that if this is Liquid Simulator, the FLIP liquid particles will be affected and not just the voxels.

The Mapping parameter for the texture is set to Planar from Object XYZ. The Mapper works in a volume, so the default Explicit Map Channel does not make sense because it affects only the surface of objects, and the Simulator has no UV coordinates to map the Checker to.

Buildup Time is set to 0 so the Mapper will instantly set the voxels of the Phoenix FD Simulator to the values of the texture for each frame of the simulation.

The Channel option is set to Smoke so the Mapper will set the texture values only for the Smoke Channel. If you want to affect multiple channels simultaneously, you need to set up multiple Mapper nodes.

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A Gradient Ramp is used as a Mask for the Mapper. The Mask specifies where the Map values are applied inside the Phoenix FD Simulator.

The poly plane above the simulator has a Composite Texture applied to it such that the Checker is multiplied by the Gradient Ramp. This is essentially what happens with the Map + Mask parameters of the Mapper.

Imagine this plane projected over the Phoenix FD Simulator from the front - the white values will set the Smoke Channel to 1, the Black values will set it to 0.

Note that the Mapping for the Gradient Ramp is also set to Planar from Object XYZ for the same reason - because the simulator has no UV coordinates, the texture has to be projected from one of the XY / YZ or ZX planes.

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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 rollout, RGB Grid Channel export is Enabled.

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0PHXMY_Mapper_result.mp4
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