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Value Expression Item
Number | val_type, val_number – returns the specified value. Random Between | val_type, val_rand_min, val_rand_max – returns a random number in the selected range. Note: a different value is generated for each cell of the Simulator. The value also changes for every frame. Channel | val_type, val_chan_grid – returns the value of the specified Simulator Grid Channel for the current cell. You must have this grid channel enabled in the Output rollout of your Simulator. The Channel can be one of: [ Temperature ], [ Smoke ], [ Fuel ], [ Speed ], [ Velocity X ], [ Velocity Y ], [ Velocity Z ], [ RGB Red ], [ RGB Green ], [ RGB Blue ]. You can find out more about the usual grid channel ranges in Phoenix here. Distance To Mesh | val_type, val_dist_node – returns the distance from the current voxel to the surface of the specified object. Will be positive if the voxel is outside the object volume, and will be negative if the voxel is inside the object volume. The distance is in simulation grid voxels.Note: currently you can only pick polygon meshes - measuring Distance To Particle | val_type, val_dist_to_part_list – returns the distance from the current voxel to athe nearest particle from the particle systems specified in the From field. The distance is in simulation grid voxels. You can specify multiple particle systems in the From field by using commas between each one e.g. Drag,Foam,Splashes. Particles in Radius | val_num_part_in_dist_rad, val_num_part_in_dist_list – returns the particle count of the particle systems specified in the From field in a particle system is currently not supportedradius from the current voxel. The radius is in simulation grid voxels. You can specify multiple particle systems in the From field by using commas between each one e.g. Drag,Foam,Splashes. Intensity Of | val_type, val_tex – returns the specified texture's color intensity in the position of the current voxel. The Phoenix Simulator has no Explicit UV coordinates therefore you should add the texture as a projection (right click on a texture in the "Create Render Node" window → Create as Projection) for this to work. For more information on texture mapping in Phoenix, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page. |
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Compare Expression Item
Compare Type | comp_type – Sets the comparison type to perform:
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