Page History
This page provides information about the LiquidSrc component in Phoenix for 3ds Max.
Overview
...
Section | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
UI Expand | ||
---|---|---|
| ||
Parameters
...
Emitter Nodes
...
UI Text Box | ||
---|---|---|
| ||
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. |
UI Text Box | ||
---|---|---|
| ||
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 Source’s Emitter Nodes list. |
Section | ||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
General
...
UI Text Box | ||
---|---|---|
| ||
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. |
...
Section | ||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Liquid & RGB
...
Section | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Viscosity
...
Section | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Viscosity
Particles
...
Section | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||
Section | ||||||||||||||||
|
...
Emission
...
Section | ||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Texture UVW
...
Section | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Anchor | ||||
---|---|---|---|---|
|
...
Example: Inherit TexUVW with Variation
...
UI Text Box | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||
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.
|
repetition/tile along the V-axis. |
Align | ||
---|---|---|
| ||
|
Emission from Particles
...
Section | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Example: RGB Map Vertex Color
...
Section | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|