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idFireSmoke_Output_GridChannels

Choose which simulation channels will be saved to the created cache files. The more channels are used, the slower the simulation runs and the larger the output files are. While scrolling the timeline, you can check which channels are present in the loaded cache file for the current frame from the the Cache File Content list in the Simulation rollout.

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idFireSmoke_Output_Temperature

Grid Temperature | keep_t – If this is a fire/smoke simulation, export the Temperature channel. If it's a liquid simulation, export the liquid amount which is needed so that you can mesh the liquid.

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idFireSmoke_Output_Smoke

Grid Smoke keep_sm – Export the smoke density.

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idFireSmoke_Output_RGB

Grid RGB keep_rgb – Export the RGB color.  You can use this for simulations where you are mixing different liquid colors or materials through a Phoenix FD Grid Texture.

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idFireSmoke_Output_Wavelet

Grid Wavelet keep_wavelet – Export the wavelet data of a fire/smoke simulation. You need this if you are going to resimulate a fire/smoke simulation in order to increase the resolution and add more detail using wavelet turbulence.

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idFireSmoke_Output_Speed

Grid Speed | keep_v – Export the speed of the simulation. You can use this for coloring the simulation at render time based on how fast different parts of the fluid move.

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idFireSmoke_Output_Velocity

Grid Velocity | keep_vxyz – Export the velocity of the simulation. The difference between the Speed and Velocity channels is that Velocity is a vector and takes 3 times more space in the cache file than the Speed channel. However, Velocity has direction and is needed for FireSmoke Resimulation and motion blur of the fire/smoke simulation or the liquid mesh. Because Speed can be calculated from the Velocity, it is not exported separately when Velocity is exported.

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idFireSmoke_Output_Fuel

Grid Fuel keep_fl – Export the fuel channel. This needs to be enabled when simulating the process of Burning.

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idFireSmoke_Output_AdvectionOrigin

Grid Advection Origin oadvpos – Export the advection origin of each voxel in the simulation. This is needed for the Precise Tracing Blend Method for retiming simulated sequences in the Input rollout.

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idFireSmoke_Output_AdvectionOrigin

Grid Texture UVW keep_texuvw – Export the Texture UVW channel. Enable this to generate texture mapping coordinates that follow the movement of the fluid. This way you can change the textures you want mapped over your fluid even after the simulation has ended, without the need to simulate again. 

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