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

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

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Initializer | init

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 – The Mapper can work in two different modes. When this is checked, the Mapper just sets the initial conditions for the grid and stops affecting the simulation afterwards. Otherwise, while the simulation runs, it gradually or immediately keeps changing the value of the selected grid or particle 

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Channel towards the value in

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the Map (similarly to

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Source

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 in Volume Brush mode).

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Channel | channel

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 – Specifies which channel is affected by this helper. It can be one of the following:

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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.

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Smoke - Maps the voxels of the simulator for the Smoke channel to the texture values. This channel is typically in the range [ 0, 1 ].

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Fuel - Maps the voxels of the simulator for the Fuel channel to the texture values. This channel is typically in the range [ 0, 1 ].

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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

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typing Drag

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 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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Map | map – Specifies the texture that will copy its values into the Simulator. It should be mapped into Object XYZ (using the Simulator box) or World XYZ. For channels that may require values higher than 1 (such as Velocity or Temperature), you can use a regular 3ds Max Output Map to expand the texture's values.

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Mask | mask – A mask that specifies the region which will be affected by the Mapper. It allows you to limit the effect of the Mapper only to a certain volume in the Simulator. White values in the texture mean that the region is affected, and black values mean that the region is not affected. Gray values in between mean that the region is affected, but will take longer time to reach the values from

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the Map

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If the Buildup Time is 0, gray mask values will be treated as white, and the Mapper will act with full strength in such voxels. You could use a V-Ray DistanceTex as a Mask in order to confine the effect of the Mapper to a geometry volume, in order to make it easier to setup the effect visually.

Buildup Time | influence

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 – 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.

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If Buildup

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Time is 0, the effect is instant and fluid is set to the values from the 

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Map immediately. Time Scale

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 different than 1 will affect the Buildup Time of the Phoenix Mapper. In order to get predictable results you will have to adjust the buildup time using this formula:
Time Scale * Time in frames / Frames per second

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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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