Grid Temperature | keep_t – If this is a fire/smoke simulation, export the Temperature channel. If it's a liquid simulation, export the liquid amount which is needed so that you can mesh the liquid.
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FireSmoke_Output_Smoke
Grid Smoke | keep_sm – Export the smoke density.
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FireSmoke_Output_RGB
Grid RGB | keep_rgb – Export the RGB color. You can use this for simulations where you are mixing different liquid colors or materials through a Phoenix FD Grid Texture.
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FireSmoke_Output_Wavelet
Grid Wavelet | keep_wavelet – Export the wavelet data of a fire/smoke simulation. You need this if you are going to resimulate a fire/smoke simulation in order to increase the resolution and add more detail using wavelet turbulence.
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FireSmoke_Output_Speed
Grid Speed | keep_v – Export the speed of the simulation. You can use this for coloring the simulation at render time based on how fast different parts of the fluid move.
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FireSmoke_Output_Velocity
Grid Velocity | keep_vxyz – Export the velocity of the simulation. The difference between the Speed and Velocity channels is that Velocity is a vector and takes 3 times more space in the cache file than the Speed channel. However, Velocity has direction and is needed for FireSmoke Resimulation and motion blur of the fire/smoke simulation or the liquid mesh. Because Speed can be calculated from the Velocity, it is not exported separately when Velocity is exported.
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FireSmoke_Output_Fuel
Grid Fuel | keep_fl – Export the fuel channel.This needs to be enabled when simulating the process of Burning.
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FireSmoke_Output_AdvectionOrigin
Grid Advection Origin | oadvpos – Export the advection origin of each voxel in the simulation. This is needed for the Precise Tracing Blend Method for retiming simulated sequences in the Input rollout.
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FireSmoke_Output_AdvectionOrigin
Grid Texture UVW | keep_texuvw – Export the Texture UVW channel. Enable this to generate texture mapping coordinates that follow the movement of the fluid. This way you can change the textures you want mapped over your fluid even after the simulation has ended, without the need to simulate again. For more information on TexUVW, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page.