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This page provides information on the Phoenix Grid Texture (PhoenixFDGridTex).
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Overview
Overview
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The Phoenix Grid Texture loads and exposes a Grid Channel PhoenixFD GridTex can be found in the Material Editor. It loads and exposes a grid channel of a selected Phoenix simulator object Simulator as a procedural texture. Using this component, you which can then be used to shade the content in ways that the plain Phoenix shader does not support.The main application of this texture is for shading the meshed of liquids which were simulated using an RGB color grid channel. The simulation wherever colors are needed. It can be created from the Material Editor in 3ds Max.
For example, this texture can be plugged into the texture slots of a material as color or opacity, and used to shade the surfaces of liquids or meshes in general, that were exported with an RGB Grid Channel. If you want to mix together liquids, for example, with multiple RGB colors emitted from different Liquid Sources, the Grid Texture can be used to read and transfer the RGB colors to the Liquid mesh's material for shading.
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The technique of mixing colored liquids and rendering their colors is |
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demonstrated in |
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the Paints Quick Setup preset. |
The Grid Texture can also be plugged into the Fire/Smoke Simulator's volumetric options, in order to modulate the opacity of Fire and Smoke, or to color the Fire and Smoke, using any of the simulator’s Grid Channels as a basis (Smoke, Speed, RGB, etc.).
You could also use it as a blending mask, as described in the the Milk & Chocolate tutorial for Phoenix FD.. For example, the Grid Texture can be used to read the RGB color of a simulator, which can then be used as a blending factor between two different materials.
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Another use of the |
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Grid Texture is for rendering via an external volumetric |
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shader, such as the V-Ray Environment Fog. See |
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the External Volumetric Shader |
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section on |
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the Tips and Tricks |
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page for more information. |
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