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This page provides information about the LiquidSrc component in Phoenix for 3ds Max.
Overview
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You can use the Liquid Source to emit FLIP particles into Liquid Simulators.
You can emit fluid from geometry or from particles. The fluid can be emitted from the surface, or from the entire volume of emitting geometry. Particles can emit from a spherical shape, or from instanced geometry shapes. Note that the viewport gizmo of the Source does not emit fluid itself - you have to first pick the geometry or particles you would use as emitters in the Source's list.
The position of the Source icon in the scene does not matter. If you have many Simulators in the scene, by default each Simulator will interact with a Source's Emitter Nodes as long as they are inside this Simulator. You can exclude Sources or Emitters from a Simulator's Scene Interaction rollout. If you use Include mode, you have to pick both the Source and its Emitter Nodes in the Interaction List.
The Source can emit in 3 different Emit Modes - Surface Force mode creates fluid only at the surface of emitters, Volume Brush fills the entire volume of the emitters, and Volume Inject also fills the emitter's volume and adds pressure for an explosive effect.
You can emit any fluid particle channel and you can emit many channels at once. Additionally, you can emit different particle types from the Source. If you want to emit unevenly only from some areas or volumes of the emitters, you can use a Mask for each of the emission channels. Also, note that if Emit Mode is set to Volume Brush or Volume Inject and the Mask uses Explicit Map Channel or Vertex Color Channel mapping, then the Mask will be applied on the whole volume, based on the closest geometry surface.
Additionally, each channel can have one or many Discharge Modifiers. They allow you to gain more precise procedural control over how the fluid gets emitted. Discharge modifiers vary the emission over different parts of the emitter depending on properties of the emitter - e.g. the direction of its normals, the speed of movement at each point of an animated emitter, etc.
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Parameters
Emitter Nodes
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General
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Parameters
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Emitter Nodes
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Non-Phoenix particles, such as Particle Flow ortyFlow particles, can also act as emitters for a Phoenix Source. They can emit from a spherical 3D shape, or from instanced geometry. |
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Note that the Source icon itself does not emit fluid, so the position of the icon's viewport gizmo in the scene does not matter. Instead, you must pick the geometry and/or particles that you want to use as emitters, in the Source’s Emitter Nodes list. |
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General
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Fluid can be emitted from a geometry’s surface, or from the entire volume of an emitting geometry. Note that if the Emit Mode is set to Volume Brush or Volume Inject, and you have a Texture Mask using either Explicit Map Channel or Vertex Color Channel mapping, then the Mask will be applied on the whole volume, based on the closest geometry surface. |
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Even if you do not simulate visible fluid like liquid, there can still be Velocity simulated within the grid, if for example, you animate an object to move around inside the grid to stir the Velocity channel. The simulated velocity can also be previewed in the viewport, or even rendered. |
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Inject Power / Brush Effect (%) / Outgoing Velocity | discharge / brusheffect / outvel – These parameters control the strength of the source. Check Emit Mode for more info. Mask | dmap, usedmap – Allows you to vary the Outgoing Velocity, Inject Power or Brush Effect (%) over the surface or the volume of the emitters. White areas of this map will have the strongest discharge, while black areas of the map will not discharge at all. The individual fluid channels can also be modulated using dedicated maps from the options below. See the info on the Emit Mode option above for more info on how the Mask affects each mode. Modifiers | dmoddisch – Discharge Modifiers can be attached here in order to affect the Outgoing Velocity, Inject Power or Brush Effect (%) parameters. Noise | noise – Varies the Outgoing Velocity, Inject Power and Brush Effect (%) across the surface or the volume of the emitting geometry or particle. The variation also changes over time. This is a shorthand for using an animated noise in the Mask slot.
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Liquid & RGB
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Emit Liquid – Enables or disables liquid emission. Disabling this option is useful in situations where only foam and splashes need to be emitted but not the liquid itself.
RGB | uvw, useuvw – If the RGB Map is not enabled, the emitted fluid's RGB channel will contain the specified color. If the RGB Map is enabled, the RGB values from the texture map will be used instead of the color swatch. If the RGB channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored. Also, note that if Emit Mode is set to Volume Brush or Volume Inject and the Map uses Explicit Map Channel or Vertex Color Channel mapping, then the Map will be applied on the whole volume, based on the closest geometry surface.
Modifiers | dmodrgb – A discharge modifier can be attached here in order to affect the RGB parameter.
Map | uvwmap, useuvwmap – Allows you to vary the RGB over the surface or the volume of the emitters. If this is not used, the Source will emit equal RGB over the entire surface or volume of the emitters.
None – The RGB channel will not vary.
Texmap – Allows you to specify a texture map to color the fluid emitted by the Source. If this is used, the color swatch is ignored and the RGB comes entirely from the texture. For more information on texture mapping in Phoenix, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page.
Vertex Color – The RGB channel of the emitted fluid is determined by the emitter node's vertex colors. If this is used, the color swatch is ignored and the RGB comes entirely from the vertex color. The texture map slot is also ignored.
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To render these RGB colors for smoke, set the Smoke Color Based On parameter to RGB. For rendering of meshed liquids, set a Grid Texture as the Diffuse map for a Standard or V-Ray Material, and set the Grid texture's Channel to RGB. For more information, see the RGB Map Vertex Color example below. |
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Liquid & RGB
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Viscosity
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Particles
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Emission
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Emission
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Texture UVW
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Example: Inherit TexUVW with Variation
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The following video provides examples of Inherited Texture UVW coordinates repeating along the V-axis over 0, 1 and 2 seconds. When Variation is set to 0, the V coordinate remains static. If Variation is set to 1, it takes one second for a full repetition/tile along the V-axis .
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Emission from Particles
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Example: RGB Map Vertex Color
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