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.
Map | uvwmap, useuvwmap – Allows you to vary the RGB over the surface or the volume of the emitters. If this is not used, the Source will emit equal RGB over the entire surface or volume of the emitters.
None – The RGB channel will not vary. Texmap – Allows you to specify a texture map to color the fluid emitted by the Source. If this is used, the color swatch is ignored and the RGB comes entirely from the texture. For more information on texture mapping in Phoenix, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page. Vertex Color – The RGB channel of the emitted fluid is determined by the emitter node's vertex colors. If this is used, the color swatch is ignored and the RGB comes entirely from the vertex color. The texture map slot is also ignored.
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tip
To render these RGB colors for smoke, set the Smoke ColorBased 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.
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:
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. Mist– The source will emit Mist particles. Note that Splash | Mist simulation must be enabled from the Simulator so this type of particles can be emitted into it.
Mask | prtmap, useprtmap – Allows you to vary the amount of particles over the surface or the volume of the emitters. If this is not used, the Source will emit equal amount of particles over the entire surface or volume of the emitters.