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Example: Time Scale
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Example: Vorticity
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Example: Conservation Method Types
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Example: Advection Method Types
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Example: Steps Per Frame (Liquid)
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Example: Steps Per Frame (Fire/Smoke)
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TexUVW Control
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The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation. This is achieved by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output roll-out for the settings below to have any effect. The Texture UVW channel values represent the UVW coordinates of each Cell in the Simulator, with a range of [ 0 - 1 ]. The channel is initialized when a simulation is started depending on the position of the emitting object in the Simulator's bounding box. If Grid roll-out → Adaptive Grid is enabled, the Texture UVW coordinates in expanded voxels beyond the initial grid will be greater than one if the grid is expanding in a positive direction (+X, +Y, +Z), and less than zero otherwise. This means that textures assigned to simulations using the Adaptive Grid feature will be automatically tiled/repeated as many times as the final size of the Simulator is larger than its initial size. The custom UVW texture coordinates can be used for advanced render-time effects, such as recoloring of mixing fluids, modifying the opacity or fire intensity with a naturally moving texture, or natural movement of displacement over fire/smoke and liquid surfaces. Some examples uses are:
Note that emission of TexUVW values from a Phoenix FD Source is not supported yet. |
Interpolation Amount | texUVWInterpol – Blends between the UVW coordinates of the liquid particle at time of birth and its UVW coordinates at the current position in the Simulator. When set to 0, no interpolation will be performed - as a consequence, textures assigned to the fluid mesh will be stretched as the simulation progresses. This is best used for simulations of melting objects. When set to 1, the UVW coordinates of the fluid mesh will be updated with a frequency based on the Interpol.Step parameter - this will essentially re-project the UVWs to avoid stretching but cause the textures assigned to the fluid to 'pop' as the re-projection is applied. If you intend to apply e.g. a displacement map to a flowing river, set this parameter to a value between 0.1 and 0.3 - this will suppress both the effects of stretching and popping. See the Interpolation example below.
Interpolation Step | texUVWInterpolStep – Specifies the update frequency for the UVW coordinates. When set to 1, the UVWs are updated on every frame, taking into account the Interpolation parameter. See the Interpolation Step example below.
Antitear Strength | texUVWAntitear – [ Only available for Fire/Smoke simulations ] Use this option when the assigned texture appears twisted, torn apart or otherwise distorted. This may happen when the simulation is moving very fast, therefore increase both the Antitear Strength and Antitear Iterations to let Phoenix FD attempt to resolve the distortion.
Antitear Iterations | texUVWAntitearIterations – [ Only available for Fire/Smoke simulations ] The number of Antitear iterations performed for every Step of the simulation. Increasing this parameter will help resolve UVW distortion issues by allowing Phoenix FD to run the Antitear Strength operation multiple times. Note that this may slightly increase the time it takes for the simulation to complete.
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Example: Interpolation
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Example: Interpolation Step
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