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Unlike volumetric modes, surface render modes cause the simulator Simulator to behave just as any regular geometry. Thus, a Smoke simulation can be rendered as a polygon mesh with a 3ds Max or V-Ray material applied to it, and there is no need for a dedicated shader. This can be used to create more advanced effects, such as a freezing flame, cartoon-style smoke, or rendering fire as a liquid.
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Note that the Fire/Smoke Simulator’s Rendering rollout controls do not apply to any particles contained in the cache file. If you want to render the particle content of the Simulator (e.g. Foam, Splashes, or Drag particles), create a Particle Shader object and add the Simulator to it, so the Particle Shader can read the cache data loaded by the Simulator. The Particle Shader can then shade the particles as either Points, Bubbles, Cellular, Splashes, or Fog, depending on the mode you select. |
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UI Path: ||Select Fire Smoke Simulator object|| > Modify panel > Rendering rollout |
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Volumetric shading settings are not stored within the caches themselves, so if you want to use the same render settings for another simulator or project, there is the option to save and load them as Phoenix Render Presets in the “.tpr” file format. |
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When the Pin icon is enabled, the Volumetric Render Settings window will remain open even after deselecting the Simulator, Voxel Shader, or V-Ray Volume Grid. The option's default state is set to "Pinned", but if you need to change its behavior, you can do so from the Phoenix FD Global Preferences menu. |
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Parameters
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Example: Heat Haze
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Surface Channel
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The proper value for the Isosurface Level parameter depends on the numerical range of the surface channel. For example, Phoenix liquids are kept in the range of 0 to 1. A value of 0 means there is no liquid in a certain voxel, and a value of 1 means the cell is 100% full of liquid. Values in between indicate a certain mixture of air and liquid. For such cache files, an Isosurface Level value of 0.5 is best for visualizing the surface between the air and liquid. Imported caches from Houdini, on the other hand, use positive and negative values to indicate whether a voxel is inside or outside the liquid volume, so a correct "halfway" Isosurface Level value would be 0.0. For Phoenix smoke, the proper value is about 0.01, and for Phoenix temperature, which is in Kelvins, the value is several hundred. Please check the Grid Channel Ranges page for information about other grid channels.
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Motion Blur
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To render your Volumetric Simulation with Motion Blur, you need to enable Velocity channel export from the Output tab of your simulator. |
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Example: Volumetric Motion Blur for Fire
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Example: Volumetric Motion Blur for Explosions
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Displacement
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Displacement is a technique intended to add detail to the simulation during the rendering. The idea of the Phoenix displacement is similar to the usual geometry displacement: a texture is sampled, and the corresponding point of the fluid volume or surface is shifted in a direction at a distance determined by the texture. You can plug any V-Ray, 3ds Max or Phoenix texture maps. |
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Example: Advection Displacement
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Example: Advection Displacement with a Monochrome Map
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This example illustrates how displacement is affected when a monochrome map is passed when a vector map is needed. |
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