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Liquid simulations are typically rendered using one of the surface render modes. Meanwhile, volumetric modes are typically used for rendering fire and smoke. |
Surface render modes generate a mesh surface, which is based on the channel specified in the Surface Channel parameter.
This is especially useful for liquid simulations, where by default, the Grid Liquid Channel is is exported to the cache files during simulation. This , which enables the simulator to voxelize the Liquid Particles into a Grid Channel, so that the particles into a Grid Channel. This way, Liquid Particles can be used to indirectly generate a liquid surface.This makes it possible to render the liquid , that can be rendered as a mesh using one of the surface render modes, such as Mesh, Isosurface, Cap Mesh and or Ocean Mesh.
The meshed liquid then behaves just like any regular geometry, meaning you can assign 3ds Max or V-Ray materials to the Simulator, and there is no need for a dedicated shader. The The Rendering rollout also contains additional controls for this meshing process, to customize the appearance of the surface.
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When rendering as a mesh, Liquid Particles are shaded by a material assigned to the Liquid Simulator object. However, secondary effect particles such as Foam, Splash, Mist and Wetmap WetMap particles must be shaded using the Phoenix Particle Shader. Simply create a Particle Shader object, and add the Liquid Simulator to it. The Particle Shader can then read the cache data loaded by the Simulator, and shade the particles shade a specified Particle System as either Points, Bubbles, Cellular, Splashes, or Fog, depending on the mode you select. |
Advanced For even more advanced control over the shading of Liquid Particles is provided with , you can use the Phoenix Grid Texture. It reads from the simulation’s Grid Channels to generate a procedural texture, which can then be used to drive the properties of a material applied to a liquid surface, for example, to mix colored liquids together, or function as a mask for blending wet and dry materials when using Wetmap particles.shade the simulation wherever colors are needed.
It can also be plugged into the texture slots of a material. For example, if you want to mix together liquids 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.
Similarly, a Phoenix Particle Texture can be used to read particles and color their positions. When used to read WetMap particles, it can act as a mask to blend between two materials, for example, a wet material and a dry surface material. This way, geometry covered by WetMap particles can appear wet, and the rest of the geometry can appear dry.
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UI Path: ||Select Liquid Simulator | LiquidSim object|| > Modify panel > Rendering rollout |
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Render settings are not stored within the caches themselves, so if you want to use the same render settings for another simulator or project, there is the option to save and load them as as Phoenix Render Presets in the “.tpr” file format. |
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Parameters
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Volumetric Heat Haze – This method requires V-Ray. It produces the same result as the Volumetric Geometry option, and also adds a heat haze effect when used with the Heat Haze parameter. Note that you might need to increase the Max depth of a VRayMtl with refraction in case it intersects with the Heat Haze shader.
Ocean Mesh – The grid content is extended to a flat area, fitting the camera's view. In most cases, this mode is used with a displacement texture such as the Phoenix FD Ocean Texture. Cap Mesh – Only the upper liquid surface is rendered. This mode can be used for swimming pools and other placid liquid surfaces.
Invert Cutter | invgizmo – When enabled, rendering will occur only outside of the render cutter. This is not the same as a cutter with inverted geometry because any rays that do not intersect the cutter will be shaded as well.
Texture - the values of a custom texture will define the mesh surface. You can see how this works in this How-to video. Texture | stex – If the Surface channel is set to Texture, this slot specifies the texture. In Mesh, Ocean Mesh, Cap Mesh and Isosurface render modes, the selected map will completely replace the cache files that have been loaded, if any. For more information on texture mapping in Phoenix, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page. Invert Liquid Volume | solidbelow – By default, grid values above 0.5 are assumed to be liquid, and values below 0.5 are assumed empty. When enabled, the convention switches to the opposite such that values above 0.5 are assumed empty, and values below 0.5 are assumed to be liquid. Isosurface Level | surflevel - Allows you to specify a threshold value for the generation of the liquid surface. Grid cells below this value will be ignored. By default, the Isosurface Level is set to 0.5 and should only be modified if there is flickering in the generated geometry. Isosurface Level is used only in Isosurface, Mesh, Ocean Mesh and Cap Mesh Modes. Isosurf. Sampler | sampler – Determines the blending method between adjacent grid voxels. Used to balance between rendering speed and quality. This parameter is only used when Mode is set to Isosurface. Box – Displays voxels as cubes. There is no blending between neighbor voxels. This is the fastest mode.
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The proper value for the Isosurface Level parameter depends on the numerical range of the surface channel. For example, Phoenix liquids are kept in the range of 0 to 1. A value of 0 means there is no liquid in a certain voxel, and a value of 1 means the cell is 100% full of liquid. Values in between indicate a certain mixture of air and liquid. For such cache files, an Isosurface Level value of 0.5 is best for visualizing the surface between the air and liquid. Imported caches from Houdini, on the other hand, use positive and negative values to indicate whether a voxel is inside or outside the liquid volume, so a correct "halfway" Isosurface Level value would be 0.0. Please check the Grid Channel Ranges page for information about other grid channels.
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Ocean
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Anchor UnderwaterGoggles UnderwaterGoggles
Example: Underwater Goggles
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Mesh Smoothing
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Mesh smooth
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Motion
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Blur
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Displacement
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