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

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Enabled | tun_enabled – Animatable checkbox that turns on and off the effect of the Particle Tuner.

Affect | tun_affectpartsys – Allows the Particle Tuner 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.

When [ Edit Condition... ] – Opens the Edit Condition window. The Edit Condition window is used to construct a sequence of tests which are evaluated for every particle of the Phoenix Simulator, at each simulation Step. If the particle satisfies the condition, the selected Then actions are performed - Delete ParticleChange Particle Channel or Affect By Forces. Otherwise, the particle is ignored. By default, the condition is set to "Age > 1.000", therefore only those particles whose age is greater than one will be affected by the specified action. Time Scale different than 1 will affect the Particle Age used by the Particle Tuners. 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 See the Particle Channel Ranges page for more information on the channel ranges.

Then:

Delete Particle | tun_act_op_del – When the condition of the Tuner passes for a particle, it will be deleted. If this action is selected, Change Particle Channel and Affect By Forces will have no effect. Note that this is superior to the Clear Inside option from the Phoenix Per-Node Properties because it can also work for particles outside the simulation grid.

Change Particle Channel checkbox | tun_act_op_chan – When the condition of the Tuner passes for a particle, you can choose which of its particle channels will be changed and how:

Channel | tun_act_chan – Selects the Particle Channel to affect. Note that if set to Viscosity or RGB, the channel value can be no lower than 0 and no higher than 1 - Viscosity and RGB are clamped strictly inside this range. The Channel can be one of: [ Size ], [ Age ], [ Viscosity ], [ RGB Red ], [ RGB Green ], [ RGB Blue ], [ Velocity X ], [ Velocity Y ], [ Velocity Z ], [ Speed ].

Action | tun_act_chan_change – Specifies the type of action to perform on the selected Channel. You can choose to increase or decrease the value at each simulation step, or set it directly to a certain value.

Action Value | tun_act_value – Specifies the value for the selected Action.

Buildup Time (sec) | tun_buildup_time – Specifies the time it takes (in seconds) for the Channel to gradually reach the specified Action Value. If Buildup Time is 0, the effect is instant.

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If the Buildup Time is set to 0, the specified Action will be executed for every step of the simulation. If the Steps per Frame parameter of the Simulator is set to a value higher than 1, the specified Action will be executed multiple times for a single frame.

Time Scale different than 1 will affect the Buildup Time of Particle Tuners. 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

Affect By Forces | tun_act_op_force, tun_force_list – When the condition of the Tuner passes for a particle, you can choose which forces will affect it. You can pick 3ds Max forces, Phoenix forces, Mappers, or even other Voxel or Particle Tuners. Using this, you can for example tell a force to only affect the fluid inside a volume, or only affect fluid with certain speed, or even based on a texture mask. When using native 3ds Max forces in the Tuner, you can limit them only to certain particle systems using the Affect list - without using a Tuner, all particle systems in a simulator would be affected.

With Multiplier | tun_force_mult –  Multiplier for the strength of the forces. This is particularly useful for easily scaling the effect of 3ds Max forces over a Phoenix simulation.

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