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WettingSection
WettingSection

 

Wetting

 

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Simulation of wetting can be used in rendering for blending of wet and dry materials depending on which parts of a geometry have been in contact with the simulated liquid. Wetting can also change the behavior of simulated viscous liquid and make it stick to geometries.

The wetting simulation produces a particle system called WetMap. It can be rendered using a Particle Texture map which blends between a wet and a dry surface material.

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The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation. If such simulated texture coordinates are not present for mapping, textures assigned to your simulation will appear static, with the simulated content moving through the image. This undesired behavior is often referred to as 'texture swimming'.

UVW coordinates are generated by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output roll-out rollout for the settings below to have any effect.

The custom UVW texture coordinates can be used for advanced render-time effects, such as recoloring of mixing fluids, modifying the opacity or fire intensity with a naturally moving texture, or natural movement of displacement over fire/smoke and liquid surfaces. Some examples uses are:

  • Increasing the detail of Fire/Smoke simulations at render time by adding displacement which moves along with the fluid.
  • Increasing the detail of Fire/Smoke simulations at render time by modulating the opacity of the smoke, the smoke color, or the fire color and intensity with noise maps which move along with the fluid.
  • Re-coloring of Fire/Smoke or Liquid simulations at render time, after the simulation is complete.
  • Transporting images or texture color details with Fire/Smoke or Liquid simulations.

The Texture UVW channel values represent the UVW coordinates of each Cell in the Simulator, with a range of [ 0 - 1 ]. The channel is initialized when a simulation is started in one of two ways:

  1. By inheriting the UVs from the source geometry, when Inherit TexUVW from Geom is enabled on the Phoenix FD Source. The UVW channel will be based on the UVs of the emission geometry. This option is useful when simulating melting objects – textures assigned to the Volumetric Shader (for Fire/Smoke simulations) or the material (for Liquid simulations) will be carried by the simulation.
  2. When inheriting of UVs is disabled on the Source - depending on the position of the emitting object in the Simulator's bounding box. If Grid roll-out rollout Adaptive Grid is enabled, the Texture UVW coordinates in expanded voxels beyond the initial grid will be greater than one if the grid is expanding in a positive direction (+X, +Y, +Z), and less than zero otherwise. This means that textures assigned to simulations using the Adaptive Grid feature will be automatically tiled/repeated as many times as the final size of the Simulator is larger than its initial size.

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