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Overview
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The Input rollout determines the path of the input cache files for rendering and
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previewing, as well as
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provides controls for playback effects.
Note that some playback settings require a fractional input frame, in which case, the frame is blended between the previous and the next one.
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To set up rendering and simulation cache paths manually, see Chaningsee Changing the Default Phoenix Paths inin the Tips and Tricks page. |
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UI UI Path: ||Select Select Fire Smoke Simulator | FireSmokeSim object object|| > Modify panel > Input rollout |
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Parameters
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$(handle) – A unique number of the
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The default rendering settings are tuned to Phoenix FD simulations, and they might not work well for imported 3rd party cache files.
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You can suppress showing of the dialogues offering presets using the inDontOfferPresets attribute of the Simulator. Setting inDontOfferPresets to 1, as shown in the image below, will disable the presets pop-up window displayed when a VDB or Field3D cache files are loaded. |
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Clicking the "..." button will open a menu with the following options:
Browse – Opens a dialog for choosing one of several cache file types. Phoenix FD can import import *.aur, *.f3d , *.vdb and *.vdb prt files from other fluid simulator software products. See How to import and render simulations from FumeFX, Houdini and Maya. Supported file formats are:
Reset to Default – Resets the cache path to the default value of $(same_as_output). Show File Name... – Displays the full cache file path for the current frame. 3rd Party Channel Mappings... – This option is available when a .f3d or .vdb cache is loaded. It launches the Channel Mappings dialog for mapping 3rd party cache channels. See the Channel Mappings section below for more information. Help – Launches the FireSmoke Input help documentation in the web browser.
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- Opens this Help page. |
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This section contains playback options you can use for retiming a simulation after it has already finished. Using these, you can speed up, slow down or animate the motion of the simulated sequence. When retiming an existing simulation from this section without re-simulating, additional RAM might be used, and loading a new timeline frame may take longer when the frame must be obtained by creating a new one between two adjacent cache files. We will refer to the process of creating an intermediate frame from two caches as Blending. Some of the settings in this section might require specific grid or particle channels to be saved to the cache files during simulation from the Output rollout.
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In order to blend Drag particles, you must enable the export of the Particle ID channel from the Particles section of the Phoenix FD Source used to add them into the Simulation. |
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Cache Origin | inpoffset – An offset specifying which cache file from the sequence will be placed on the timeline at frame Timeline Origin.
Timeline Origin | playat – An offset specifying which timeline frame the starting cache will be placed on.
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Loop Overlap | loopjnt – In Loop mode, specifies the number of timeline frames after the loop's end that will be blended with the loop's beginning to make for a smooth transition. Keep in mind that the end transition frames are not in front of the sequence end, but after it. For example if the loop starts at frame 35 and has a Length of 20 and a Loop Overlap of 5, the transition frames will start at frame 55 and will end at frame 59, which means the simulation must be at least 59 frames long. It is recommended that the Loop Overlap value be longer than the average "lifetime" of the simulation elements while involved in highly visible motion. For example, for a waterfall, the Loop Overlap value should be at least the average time it takes for a water droplet to fall the full distance before being absorbed into the water at the bottom. For a campfire, the it should be at least the average time for a particle to rise up and disappear/die. Correct setting of this value is especially important for simulations that contain particles.
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Frm. Blend | frmblend – Used when the Play Speed parameter is not exactly 1.0, or the Direct Cache Index for the current timeline frame is fractional, or you have specified a Loop Overlap in Loop mode. In these cases, a single timeline frame must be constructed from two cache files by blending between them. Each time the timeline is scrolled to a new frame, the caches for this frame will be blended again. You can choose between three different methods for blending between cache files:
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Interpolation – Simple linear interpolation suitable for slow simulations. This is the fastest method but it does not capture movement well and may produce flickering. |
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Velocity – Velocity-based interpolation. Produces better results, but works more slowly. Captures well the movement of the fronts of the plumes, but does not work well for smoke moving backwards, and also may produce flickering. It requires an exported grid velocity channel from the Output rollout. |
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Precise Tracing - Improved Velocity based interpolation for Fire and Smoke simulations. Captures plume movement very well and can handle very low Play Speeds. Requires an exported grid Velocity channel, as well as Advection Origin channel from the Output rollout. |
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Frame Blending is better suited for simulations without much variety in velocity. For more chaotic simulations, it is better to run a Resimulation using Time Bend controls. Time Bend Resimulation will calculate a better intermediate result for each frame and store it in new cache files that can later be loaded faster, as opposed to Frame Blending which re-launches every time the timeline frame changes. However, for very slow moving simulation the Precise Tracing method produces better looking results than Time Bend Resimulation. For more information, see How to slow down a simulation, animate the time-scale, etc. |
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Example: Timeline Origin
Flip Up Axis | ifyz – When enabled, flips the Y and Z axis of the cached transformation. This is useful when the cache was created with a different up axis (for example in Maya).
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Example: Timeline Origin
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Example: Cache Origin and Play Speed
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Example: Looping a Simulation
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Example: Cache Origin and Play Speed
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Example: Play Speed
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Example: Looping a Simulation
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Example: Play Speed
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Channel Smoothing
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Smoothing Grid Smoothing is performed after the cache file is loaded for the current frame, so for large grids it could cause significant lag when changing frames. To prevent this from occurring, switch it off during the design process and re-enable it again before rendering. |
The controls in this section allow you to smooth the grid channels loaded from cache files for preview and rendering. You can use this to prevent grid artifacts on meshed grid channels such as the Temperature or Smoke, to remove unwanted noise in these channels or to get smooth motion blur by smoothing the Velocity grid channel.
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Smoke - 2
Temperature - 1
Fuel - 10
Velocity.x - 4
Velocity.y - 5
Velocity.z - 6
Red - 7
Green - 8
Blue - 9
Viscosity - 22
Wavelet Energy - 14
Wavelet.u - 19
Wavelet.v - 20
Wavelet.w - 21
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