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This page provides information on the Fire Source (PhoenixFDSource) component in Phoenix for Maya.
Overview
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Parameters
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Fluid can be emitted from a geometry’s surface, or from the entire volume of an emitting geometry. Non-Phoenix particles, such as nParticles, can also act as emitters for a Phoenix Source. They can emit from a spherical 3D shape, or from instanced geometry. Note that if the Emit Mode is set to Volume Brush or Volume Inject, and you have a Mask that uses Projection, then the Mask will be applied on the whole volume, based on the closest geometry surface. |
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When using 2D Textures (such as Ramp for example) together with a Phoenix Source in Volume Brush mode you will need to set up a Projection and adjust the 3D placement node in order to get correct mapping. While creating the texture, right-click over the Menu item in the Create panel and choose "Create as projection". Then select the projection node, press on the Interactive placement button and adjust your placement node.
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TexUVW Emission
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The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation. If such simulated texture coordinates are not present for mapping, textures assigned to your simulation will appear static, with the simulated content moving through the image. This undesired behavior is often referred to as 'texture swimming'. In Phoenix such textures can be used for mapping the fire or smoke color and opacity of volumetrics, as well as the color and opacity of meshes. Texture can be also used for displacing volumetrics and meshes. UVW coordinates are generated by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output rollout for the settings below to have any effect. For additional information on the Texture UVW feature, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page. |
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Variation/Sec | texUVWVarSpeed – Controls the variation speed - the default value of 1 will cause textures assigned for rendering to repeat exactly once for every 30 frames (1 second) of the simulation.
Emission from Particles
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Time Base | timeBase (enum: 0 - 1) – This parameter is used when emitting from particle systems. It allows you to animate the parameters using the age of the particle instead of the timeline frame time.
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Custom Particle Size | partCustSize – Specify a custom size for the particles using this option. The size is in scene units.
Discharge Modifiers
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A list of modifiers that allow modulating the emission using properties of the source object (such as Normal, Position or Speed) at the point of interaction with the simulator. A ramp control is used to remap from the value of the specified property to a user-specified multiplier.
See the Discharge Modifiers page for more information.
Example: RGB Map Vertex Color
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