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Phoenix particle systems contain Particle Channels for each particle, which represent the properties of the fluid simulation. Each Particle Channel has its own range of possible values that is most efficient for that specific channel type (see the Particle Channel Ranges docs page).

Here in the Output rollout, you can choose which Particle Channels will be exported to the cache files.

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The fluid properties of a Phoenix simulation are written inside Grid Channels. Here you can choose which Grid Channels will be exported to the cache files, in the form of a voxel grid.

Each channel stores a type of value, such as Liquid, RGB, Velocity and so forth, with its own range of possible values that is most efficient for that specific channel type (see the Grid Channel Ranges docs page). Phoenix determines the fluid’s behavior at a given time, based on the content of these Grid Channels.

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Grid Liquid | keep_t – Export the liquid amount. This is needed so that you can render the Liquid as a mesh and also preview it as a mesh in the viewport.

Grid RGBGrid RGB | keep_rgb – Export the RGB color. You can use this for simulations where you are mixing different liquid colors or materials through a Phoenix FD Grid Texture.

Grid Velocity | keep _vxyz – Export the velocity. This is needed for motion blur of the liquid mesh.

Grid Viscosity | keep_visc - Export the Viscosity channel. Required for variable Viscosity simulations  You may also choose to enable this if, for instance, your setup requires that you use the Viscosity channel as a mask through a Phoenix FD Grid Texture.

Grid Texture UVW | keep_texuvw – Export the Texture UVW channel. Enable this to generate texture mapping coordinates that follow the movement of the fluid. 

Special | zmr – Export internal or special channels into the Special channel (alias to the Smoke channel) so they can be visualized using one of the volumetric shaders of the FireSmoke Simulator (with Mode set to VolumetricVolumetric Geometry, or Volumetric Heat Haze). Such channels can also be read by the Grid Texture and used for rendering.

Solid Voxels – Exports the solid voxels as smoke. Voxels covered by many obstacles contain more smoke.
Divergence Symm – Exports the negative divergence of each voxel.
Divergence Smooth  – Exports the blurred negative divergence of each voxel.
Vorticity – Exports the length of the curl of each voxel. Can be used for whitewater shading.
Vorticity Smooth  – Exports the blurred length of the curl of each voxel. Can be used for whitewater shading.
Velocity Gradient –  Exports the length of the gradient of the velocity field.
Injector  – Exports the pressure term created by sources in Inject mode or formed during the simulation.
Liquid Surface – Exports the surface created by the simulation.
Solid Geom Type – Exports the internal geometry type in each voxel.
Hydrostatic Pressure – Exports the pressure of the liquid at each voxel due to the effect of gravity.
Voxelization Issues – Exports voxels where the solver would produce wrong results during simulation. Such voxels are near overlapping triangles, inverted normals, open edges or other geometry issues.

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