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typetip

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.

 

Particles 

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Particles | particles, useprt – Allows the source to emit particles into the Simulator. The particle birth rate is in thousands of particles per second.

Type | prttype – Specifies the type of particles created by this source:

Drag – This option is not supported by the Liquid Source when used in Liquid Simulators. In a Fire/Smoke Simulation, these particles are simply carried by the velocity of the simulation, without interacting with one another. In a Liquid Simulation, similar behavior is provided by the liquid particles which can be rendered using a Phoenix FD Particle Shader. If necessary, the Count Multiplier setting on the Particle Shader can be used to increase or decrease the density of these rendered particles.
Foam – The source will emit Foam particles. Note that Foam simulation must be enabled from the Simulator so this type of particles can be emitted into it.
Splashes – The source will emit Splash particles. Note that Splash simulation must be enabled from the Simulator so this type of particles can be emitted into it.

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