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idFireSource_Particles

Particles | particles, useprt – Allows the source to emit particles into the Simulator. The particle birth rate is in thousands of particles per second.

Type | prttype – Specifies the type of particles created by this source:

Drag – The source will emit Drag particles. These are the simplest Phoenix particles and are just carried by the velocity of the simulation, without interacting with one another. They can be shaded using the Particle Shader and can be used for simulation of embers, or integration effects such as dust or sand. The RGB color of Drag particles is inherited from the Source and written in the cache files if the Simulator → Output → RGB Grid Channel is enabled.
Foam – The source will emit Foam particles into liquid simulations. Note that Foam simulation must be enabled from the Liquid Simulator so this type of particles can be emitted into it.
Splashes – The source will emit Splash particles into liquid simulations. Note that Splash simulation  must be enabled from the Liquid Simulator so this type of particles can be emitted into it.

Modifiers | dmodprt Discharge Modifiers can be attached here in order to affect the Particles parameter.

Mask | prtmap, useprtmap – Allows you to vary the amount of particles over the surface or the volume of the emitters. If this is not used, the Source will emit equal amount of particles over the entire surface or volume of the emitters.

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idFireSource_ParticlesLifespan

Lifespan (secs) | prtlife – The maximum age of the particles created by this source, specified in seconds.

Lifespan var. | prtlifevar – Adds variation of the particles' lifespan, specified in seconds.

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idFireSource_ParticlesExport

Output Drag Particle Channels - Drag particles are created as separate particle systems per each Source that creates them, using the name of the emitting geometry. This is why the particle channels written to the simulation cache files are chosen from the Source, unlike the channels of other particle types which are set through a Simulator's Output rollout. Note that writing more channels to the cache files takes more time and will add up to the simulation time, so if you know in advance that you will not be needing a certain channel for rendering, then it would help the simulation times if you turn it off.

Velocityprtexportvel – When enabled and the particle Type is set to Drag, this parameter exports the Velocity channel to the cache files, so that you can use it for rendering with motion blur or coloring of particles based on their speed using the Particle Texture.

ID | prtexportid – When enabled and the particle Type is set to Drag, this parameter exports the ID channel to the cache files.

Age | prtexportage – When enabled and the particle Type is set to Drag, this parameter exports the Age channel to the cache files.

RGB | prtexportrgb – When enabled and the particle Type is set to Drag, this parameter exports the RGB channel to the cache files.

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The RGB Grid Channel output under Fire/Smoke Simulator → Output has to be enabled for the RGB simulation to take place.

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Direct Velocity useDirectedVelocity – Creates velocities in a certain direction or based on a Texmap.

Modifiers | dmoddirvel – Discharge Modifiers can be attached here in order to affect the Direct Velocity parameter.

Map | usedirvelmap – Allows you to vary the Direct Velocity over the surface or the volume of the emitters. If this is not used, the Source will emit equal Direct Velocity over the entire surface or volume of the emitters.

None – The Direct Velocity channel will not vary.
Texmap 
– Allows you to specify a texture map to direct the velocity of the fluid emitted by the Source. When using Texmap, the Direct Velocity is generated from the selected texture and is not multiplied by the value added in the Directed Velocity X/Y/Z slots.
Vertex Color
 – The Direct Velocity of the emitted fluid is determined by the emitter node's vertex colors. When using Vertex Color, the Direct Velocity is generated from the created vertex color and is not multiplied by the value added in the Directed Velocity X/Y/Z slots.

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Motion Vel. | usevel, velmult – When enabled, moving emitters will affect the velocity of the fluid and make it follow the emitter. This effect is controlled with the specified multiplier. If the emitter is not moving, this option has no effect.

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  • Particles with attached geometry (such as PFlow particles using a Shape Instance operator) will act like standard geometry obstacles and will push the fluid by default, as long as their Solid Phoenix property is enabled.
  • Particles without geometry (even PFlow particles with a plain Shape operator) will need to be attached to a Source in order to interact with the fluid in any way.
  • Particles without geometry can emit fluid using their shape and size using the Source's Particle Shape and Custom Prt Size options.
  • Particles without geometry will not affect the fluid's motion by default, so you need to enable Motion Vel. explicitly if you need this effect.
  • If Motion Vel. is enabled, the fluid emitted by a particle may refuse to leave the particle shape area and continue to move together with the particle, because it will have the same velocity.

Modifiers dmodvel – Discharge Modifiers can be attached here in order to affect the Motion Vel. parameter.

Polygon ID | poly_id – Only the polygons with the specified ID of the emitter geometry will emit the fluid.

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