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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Liquid rollout |
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Example: Fill Up For Ocean and Clear Inside
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The simulation of wetting can be used in rendering for blending wet and dry materials, depending on which parts of a geometry have been in contact with the simulated liquid. Wetting can also change the behavior of a simulated viscous liquid and make it stick to geometries. The wetting simulation produces a particle system called WetMap. Wetmap particles are created at the point of contact between the liquid and the scene geometry, and can be rendered using a Particle Texture map. When used with a Blend Material, the Particle Texture acts 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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You can then set the density and other Active Body properties in the Phoenix Node Properties menu for each Active Body object.
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