Page History
...
UI Text Box | ||
---|---|---|
| ||
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 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 . 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.
...
UI Text Box | ||
---|---|---|
| ||
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. |
For even more advanced control over the shading, you can use the the Phoenix Grid Texture. It reads from the simulation’s Grid Channels to generate a procedural texture, which can then be used to 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 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 a Phoenix Particle Texture can can be used to read particles and color their positions. When used to read Wetmap particlesread 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.
UI Text Box | ||
---|---|---|
| ||
UI Path: ||Select Liquid Simulator | LiquidSim object|| > Modify panel > Rendering rollout |
...
UI Text Box | ||
---|---|---|
| ||
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. |
...
Fancy Bullets | ||
---|---|---|
| ||
|
Parameters
...
Section | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
|
UI Text Box | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||||||||||||||||||||||||
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.
|
Ocean
...
Section | |||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Anchor |
---|
...
|
...
Section | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Anchor UnderwaterGoggles UnderwaterGoggles
Example: Underwater Goggles
...
Section | ||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Mesh Smoothing
Anchor | ||||
---|---|---|---|---|
|
Mesh smooth
...
Section | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Motion
...
Blur
...
Section | |||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Displacement
...
Section | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|