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Polygon ID | poly_id – Only the polygons with the specified ID of the emitter geometry will emit the fluid. This option affects the discharge only in Surface Force mode.

 

 

Texture UVW

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The main purpose of Texture UVW 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'. In Phoenix such textures can be used for mapping the fire or smoke color and opacity of volumetrics, as well as the color and opacity of meshes. Texture can be also used for displacing volumetrics and meshes.

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

For additional information on the Texture UVW feature, please check the Dynamics roll-out documentation.

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Variation/Sec | texuvw_var_speed – Controls the variation speed - the default value of 1 will cause textures assigned for rendering to repeat exactly once for every 30 frames (1 second) of the simulation.

 

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VariationExample
VariationExample

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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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Video
0texUVW_variationAlongV.mp4
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Emission from Particles

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