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Secondary effect particles such as Foam, Splash, Mist and WetMap particles, as well as Drag particles emitted from a Fire Source, must be shaded using the Phoenix Particle Shader. The Particle Shader can shade a specified Particle System as either Points, Bubbles, Cellular, Splashes, or Fog, depending on the mode you select. Note that Phoenix also provides you with the option to create nParticles from a Phoenix Particle Group, and apply a material. |
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It can also be plugged into the texture slots of a material. For example, if you want to mix together liquids with multiple RGB colors emitted from different Liquid Sources, the Grid Texture can be used to read and transfer the RGB colors to the Liquid mesh's material for shading.
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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Rendering rollout |
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Example: Volumetric Motion Blur for Explosions
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