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Overview

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You can use the Liquid Source to emit FLIP particles into Liquid Simulators.

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You can emit any fluid particle channel and you can emit many channels at once. Additionally, you can emit different particle types from the Source. If you want to emit unevenly only from some areas or volumes of the emitters, you can use a Mask for each of the emission channels. Also, note that if Emit Mode is set to Volume Brush or Volume Inject and the Mask uses Explicit Map Channel or Vertex Color Channel mapping, then the Mask will be applied on the whole volume, based on the closest geometry surface.

Additionally, each channel can have one or many Discharge Modifiers. They allow you to gain more precise procedural control over how the fluid gets emitted. Discharge modifiers vary the emission over different parts of the emitter depending on properties of the emitter - e.g. the direction of its normals, the speed of movement at each point of an animated emitter, etc.

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IfNotSolid

Emit Mode | ifnotsolid – Specifies the way the objects in the Emitter Nodes emit fluid.

Surface Force – The surface of the emitters will eject the selected fluid channels along the geometry normals. In this mode, the discharge is named Outgoing Velocity and it specifies the speed of the emitted fluid in units/sec. The displayed units will change accordingly if the scene units change.

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Noise | noise – Varies the Outgoing VelocityInject Power and Brush Effect (%) across the surface or the volume of the emitting geometry or particle. The variation also changes over time. This is a shorthand for using an animated noise in the Mask slot.

 

Liquid & RGB

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Emit Liquid – Enables or disables liquid emission. Disabling this option is useful in situations where only foam and splashes need to be emitted but not the liquid itself.

RGB | uvw, useuvw – If the RGB Map is not enabled, the emitted fluid's RGB channel will contain the specified color. If the RGB Map is enabled, the RGB values from the texture map will be used instead of the color swatch. If the RGB channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored. Also, note that if Emit Mode is set to Volume Brush or Volume Inject and the Map uses Explicit Map Channel or Vertex Color Channel mapping, then the Map will be applied on the whole volume, based on the closest geometry surface.

Modifiers | dmodrgb – A discharge modifier can be attached here in order to affect the RGB parameter.

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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.

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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 rollout documentation.

 

 

Inherit TexUVW From Geom | texuvw_geom – Sets the UVW Grid Channel value for each cell where fluid is emitted to the UV value of the emission geometry in that cell. As a consequence, for example, modulating the Smoke Color with a texture on the very first frame will produce a render that looks very close to the original geometry, if the same texture was applied to it. When this option is disabled, the TexUVW values will be based on the position of the emission object inside the Simulator. Please check the Texture UVW example below. 

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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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Emission from Particles

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Time Base | timebase – This parameter is used when emitting from particle systems. It allows you to animate the parameters using the age of the particle instead of the timeline frame time.

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