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UI Path: ||Select Liquid Simulator | LiquidSim object|| > Modify panel > Rendering rollout

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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.
You can use the Phoenix Simulator's Mesh Preview option to check how the attached displacement map is affecting the surface when Mode is set to MeshOcean Mesh or Cap Mesh.

Enable | displacement Enables the displacement effect, and enables the use of a multiplier value to increase or decrease the overall displacement effect.

Multiplier | displmul – Specifies the displacement amount.

Anchor
dispmap
dispmap
 Map | displ2 – Specifies the map used to displace the fluid mesh or Isosurface. Phoenix would automatically detect if a monochrome texture is used and displace the surface along its normals, or if a colored texture is used and treat it as a 3D vector displacement. If a monochrome texture is used, black color with value of 0.0 would mean no displacement, positive colors will extrude the surface outwards, and negative colors will subside the surface. In 3D vector mode, the texture is expected to be in the format used for V-Ray Tangent Vector displacement, where X and Y of the texture are 0.5-based, and the Z direction is 0.0-based. Such a texture is the Phoenix Ocean Texture. For more information on texture mapping in Phoenix, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page.

Vertical Fade Level | fadebylevel, displfade – How high above the Ocean Level the displacement will stop having effect. This option is available only in Ocean Mesh and Cap Mesh mode and it is needed for ocean simulations where you have liquid flying or splashing high above the ocean surface, so that the ocean displacement will affect only the calm ocean surface, but will not displace the liquid flying high above the ocean, or you would be able to see small pieces of liquid move up and down as they fly due to the ocean waves displacement. Above the Vertical Fade Level there will be no displacement at all, and below it the displacement will be strongest near the Ocean Level and will gradually be reduced moving up from the ocean surface. This parameter is a percentage of the grid height, just as the Ocean Level option.

Fade Above Velocity | fadebyvel, displvelfade – If the fluid velocity (in voxels/sec) in a voxel is higher than this value, there will be no displacement at all. When the velocity is lower than this value, the higher the velocity, the weaker the displacement will be. This allows you to suppress displacement for the fast moving parts of the fluid where the displacement would visibly disturb the motion in an unnatural manner, and thus you can have only the still ocean surface displaced with waves. This option requires the Grid Velocity channel to be exported to the simulation cache files from the Output rollout.

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The Fade Volume feature can be used when the liquid is in contact with a geometry surface such as a shore or a ship and the displacement breaks the contact by moving the liquid mesh away from, or into the geometry.

Fade Volume | usefadeobj, fadeobj – There will be no displacement inside this geometry object, and outside it the displacement will be gradually reduced at a distance specified by the Volume Fadeout Distance parameter. This is useful if you have a geometry such as a sea vessel moving in high displaced waves, or a static geometry such as a beach into which the fluid is splashing. In these cases, you can use these geometries as fade volumes and use small Fadeout Distance around them, so the displaced liquid mesh and the objects would match precisely - otherwise the displacement may pull away the liquid from such geometries or force the liquid to penetrate them.

Volume Fadeout Distance | displgeomfade – Specifies the distance in world units around the object where the displacement will fade out going near the object.

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