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idFireSource_Temperature

Temperature | temperature, uset – Specifies the temperature of the emitted fluid, in Kelvin. A value of 0 is absolute zero, and a value of 300 denotes room temperature. Temperature above 300 makes the fluid rise up, while temperature below 300 makes it fall down. You can find out more about Phoenix Grid Channel Ranges here. If the Temperature channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored.

Modifiers | dmodt Discharge Modifiers can be attached here in order to affect the Temperature parameter.

Mask | tmap, usetmap – Allows you to vary the channel over the surface or the volume of the emitters. If this is not used, the Source will emit equal temperature over the entire surface or volume of the emitters.

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idFireSource_Smoke

Smoke | smoke, usesm – Specifies the density of the emitted Smoke. This value is usually between 0 and 1, but it can be set greater than 1 if you wish your smoke to look thick and heavy even after traveling some distance. You can find out more about Phoenix Grid Channel Ranges here. If the Smoke channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored.

Modifiers | dmodsm Discharge Modifiers can be attached here in order to affect the Smoke parameter.

Mask | smap, usesmap – Allows you to vary the channel over the surface or the volume of the emitters. If this is not used, the Source will emit equal smoke density over the entire surface or volume of the emitters.

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idFireSource_Fuel

Fuel | fuel, usefl – Specifies the amount of emitted Fuel. If the Fuel channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored.

Modifiers | dmodfl Discharge Modifiers can be attached here in order to affect the Fuel parameter.

Mask | flmap, useflmap – Allows you to vary the channel over the surface or the volume of the emitters. If this is not used, the Source will emit the same amount of Fuel over the entire surface or volume of the emitters.

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RGB

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idFireSource_RGB

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 Discharge Modifiers 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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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.

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