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This page provides information about the LiquidSrc component in = Phoenix for 3ds Max.
The Source controls the emission of fluid and where the= fluid emits from, so that the simulator knows where in 3D space the fluid = can be born.
An Emitter can be geometry and/or particles, and is wha= t actually emits the fluid inside the simulation grid. The emitter(s) must = be selected by the Source in order to emit fluid inside the simulator, unle= ss you are using the Initial fill option in the simulator= =E2=80=99s settings, or specifying a geometry to do an initial fill with li= quid.
The Source also contains its own settings that determine how much fluid = is emitted, what is emitted, and so forth. A Liquid Source= can be used to emit fluid into a Liquid Simulator using Liquid FLIP particles, or any of the Source's Grid = Channel options, and it can also emit fluid for multiple channels = at once.
This includes emitting options such as RGB color and Viscosity, as well as emitting secondary particle type=
s like Splashes, Mist and
If you have many Simulators in the scene,= by default each Simulator will interact with a Source's Emitter No= des, as long as they are inside that Simulator. You can exclude So= urces or Emitters from a Simulator's Scene Interaction rollout.
If you switch to use the
You can also use textures as masks for each of the emis= sion channels, to create more interesting emission behaviors, with more var= iation. Specifically, Masks make it possible to emit uneve= nly from only some areas, or emit unevenly from the entire volume of an emi= tter.
Using textures as masks = can help to break up the emission, and can lead to a more varied or natural= looking result.
For example, you could use a black and white noise t= exture as a Mask when emitting Liquid particles, to make it so that the black parts of the texture emit nothing, whi= le the white parts emit Liquid.
Additionally, each channel can have one or many Discharge Modifiers. They can give you more pr= ecise procedural control over how the fluid gets emitted.
Discharge modifiers vary the emission over different pa= rts of the emitter, depending on the properties of the emitter - e.g. the d= irection of its Normals, the speed of movement at each point of an animated= emitter, etc
Non-Phoenix particles, such as Particle Flow or = tyFlow particles, can also act as emitters for a Phoenix Sou= rce. They can emit from a spherical 3D shape, or from instanced geometry.= span>
Note that the Source icon itself does not emit fluid, so the position of the icon's viewport gizmo = in the scene does not matter.
Instead, you must pick the geometry and=
/or particles that you want to use as emitters, in the Source=E2=80=99s
Emitter Nodes | sources =E2=80= =93 Specifies a list of objects that will emit fluid. Both geometry and par= ticle systems can be selected here. Press the Add button and pick an object= from the Viewport, or a list of objects using the Scene Explorer.
Add =E2=80=93 Adds the selected object or a particle sy= stem as an emitter.
Add Many =E2=80=93 Adds many objects to the emitter lis= t allowing to quickly add a list of n= odes.
Remove =E2=80=93 Removes the selected emitter nodes fro= m the Source.
Fluid can be emitted from a geometry=E2= =80=99s surface, or from the entire volume of an emitting geometry.
N=
ote that if the Emit Mode is set to Volume Brush <=
/strong>or Volume Inject, and you have a Texture Mask using either Explicit Map Channel=
or Vertex Color Channel mapping, then the
Even if you do not simulate visible fluid= like liquid, there can still be Velocity simula= ted within the grid, if for example, you animate an object to move around i= nside the grid to stir the Velocity channel. The simulated velocity can als= o be previewed in the viewport, or even rendered.
Emit Mode | ifnotsolid&= nbsp;=E2=80=93 Specifies the way the objects in the Emitter Node= s emit fluid.
Surface Force =E2=
=80=93 The surface of the emitters will eject the selected fluid channels a=
long the geometry normals. In this mode, the discharge is named
This mode can work with both Solid and non-Solid&n= bsp;emitters. If you use a Mask for the dis= charge in Surface Force mode, white areas of the= emitter's surface will eject fast fluid, while darker ones would emit more= slowly. Black areas will not emit at all.
Volume Brush =E2=80= =93 The fluid inside the volume of the emitters will gradually change towar= ds the selected channel values. When this mode is selected, the discharge i= s named Brush Effect (%) and it spe= cifies the rate at which the transition takes place. When Brush Effect is 100%, the fluid will immediately reach the s= elected channel values, and if Brush Effect is l= ess, it specifies how close the fluid values will get to the values from th= e Source over 1 second. E.g. if the Temperature inside an emitter's volume = is 1000 and the Source emits Temperature 2000 with Brush Effect<= /span> of 80%, then after 1 second the temperature will have risen to = 1800. Note that the Volume Brush mode can both increase or= decrease the fluid values, for example if the Smoke in the Source is set t= o 0.5, the Source would increase the smoke in voxels that have 0.0 smoke un= til it reaches 0.5, but will decrease the smoke in voxels having 1.0 smoke,= again - until it reaches 0.5. This mode is useful for creating standing vo= lumes of fluid with a high Brush Effect, or alternatively= - to slowly convert the fluid inside the volume of the emitters to the val= ues selected below over a period of time. Note that you can both increase o= r decrease the values of the fluid channels in Volume Brush mode. When Brush Effect (%) is 0, then the Source has no effect.
This mode requires that all selected emit=
ters are set into non-Solid mode from their Per-Node Properties. If you use a
Volume Inject =E2= =80=93 The volume of the emitters will discharge the selected fluid channel= s with added pressure. When this mode is selected, the discharge is named&n= bsp;Inject Power and it specifies the added volume of the= injected fluid per second. This mode is useful for getti= ng explosive discharge. Inject Power can be nega= tive, in which case the Source will suck in and delete the fluid.
This mode requires that all selected emit= ters are set into non-Solid mode from their Per-Node Properties. If you use a Mask f= or the discharge in Volume Inject mode, white zo= nes in the volume will have the Inject Power you hav= e specified, while darker zones will use a smaller Inject Powe= r. Completely back zones in the mask would not be affected at all = by this Source.
When emitting from p= articles in any of the 'Sphere' Prt Shape modes, the Surface Force Emit Mode is not supported= - Phoenix will automatically fall back to Volume Inject= strong> mode. Only Use Particle Shape supports all 3 emit = modes.
Inject Power / Brush Effect (%) / Outgoing Velocity | discharge / brusheffect / outvel =E2=80=93= These parameters control the strength of the source. Check = Emit Mode for more info.
Mask | dmap, usedmap =E2=80=93 Allows you to vary the Outgoing Velocity,&nb= sp;Inject Power or Brush Effect (%) over the surface or the volume of the emitters. White a= reas of this map will have the strongest discharge, while black areas of th= e map will not discharge at all. The individual fluid channels can als= o be modulated using dedicated maps from the options below. See the info on= the Emit Mode option above for more info on how= the Mask affects each mode.
Modifiers | <= em>dmoddisch =E2=80=93 Discharge Modifiers can be attached here in order to a= ffect the Outgoing Velocity, Inject Power o= r Brush Effect (%) parameters.
Noise | noise =E2=80=93 Varies = the Outgoing Velocity, Inject Power and&nbs= p;Brush Effect (%) across the surface or the volume o= f the emitting geometry or particle. The variation also changes over time. = This is a shorthand for using an animated noise in the Mask slot.
Emit Liquid =E2=80=93 Enables or disables liquid e= mission. Disabling this option is useful in situations where only foam and = splashes need to be emitted but not the liquid itself.
RGB | uvw, useuvw =E2=80=93 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 v= alues 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 ig= nored. Also, note that if Emit Mode is set = to Volume Brush or Volume Inject and the Map uses Expli= cit Map Channel or Vertex Color Channel mappin= g, then the Map&nbs= p;will be applied on the whole volume, based on the closest geomet= ry surface.
Modifiers |&= nbsp;dmodrgb =E2=80=93 A discharge modifier can be attached here in = order to affect the RGB parameter.
Map | uvwmap, useuvwmap =E2=80=93 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 t= he entire surface or volume of the emitters.
None =E2=80=93 The =
RGB channel will not vary.
Texmap =E2=80=93 Allows=
you to specify a texture map to color the fluid emitted by the Sou=
rce. If this is used, the color swatch is ignored and the RGB come=
s entirely from the texture. For more information on texture mapping in Pho=
enix, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW pa=
ge.
Vertex Color =E2=80=93 The RGB channel of the =
emitted fluid is determined by the emitter node's vertex colors. If th=
is is used, the color swatch is ignored and the RGB comes entirely from the=
vertex color. The texture map slot is also ignored.
To render these RGB colors for smoke, set= the Smoke Color&n= bsp;Based On parameter to RGB.<= /p>
For rendering of meshed liquids, set a Grid Texture as the Diffuse= map for a Standard or V-Ray Ma= terial, and set the Grid texture's Channel t= o RGB.
For more information, see the <= a href=3D"#LiquidSource-RGBMapVertexColor">RGB Map Vertex Color example= below.
Viscosity | viscosity, usevisc = =E2=80=93 Specifies the viscosity of emitted liquid. If the = viscosity channel is not enabled in the Output rollout of the Simulator, = this parameter will be ignored.
Modifiers | dmodvisc =E2=80=93&= nbsp;Discharge Modifiers= a> can be attached here in order to affect the Visco= sity parameter. The modifier ramp works as a multiplier to th= e Viscosity value.
Mask | viscmap, useviscmap&= nbsp;=E2=80=93 Allows you to vary the viscosity over the sur= face or the volume of the emitters. If this is not used, the Source will em= it equal viscosity over the entire surface or volume of the emitt= ers.
None =E2=80=93 The =
Viscosity channel will not vary.
Texmap =E2=
=80=93 Allows you to specify a texture map for the Viscosity channel. For m=
ore information on texture mapping in Phoenix, please check the Texture mapping, moving textures =
with fire/smoke/liquid, and TexUVW page.
Vertex Color =E2=80=93 The Viscosity channel of the released fluid is determined=
by the emitter node's vertex colors.
Foam Particles | usefoamprt =E2=80=93 Allows t= he source to emit Foam particles into the Simulator. Note that Foam simulation must be enabled from = the Simulator s= o this type of particles can be emitted into it. The particle birth rate is= in thousands of particles per second.
Splash Particles | usesplashprt =E2=80=93 Allo= ws the source to emit Splash particles into the Simulator. Note that Splash simulation mu= st be enabled from the S= imulator so this type of particles can be emitted into it. Th= e particle birth rate is in thousands of particles per second.
Mist Particles | usemistprt =E2=80=93 Allows t= he source to emit Splash particles into the Simulator. Note that = ;Splash | Mist s= imulation must be enabled from the Simulator so this type of p= articles can be emitted into it. The particle birth rate is in = thousands of particles per second.
Modifiers | dmodprt =E2=80=93 A= Discharge Modifier= a> can be attached here in order to affect the Particles'= parameter.
Mask | prtmap, useprtmap = =E2=80=93 Allows you to vary the amount of particles over the surface or th= e volume of the emitters. If this is not used, the Source will emit an equa= l amount of particles over the entire surface or volume of the emitters.
Direct Velocity | useDirectedVelocity&nbs= p;=E2=80=93 Creates velocities in a certain direction or based on a Texmap.=
Modifiers | dmoddirvel =E2=80= =93 Discharge Modifie= rs can be attached here in order to affect the Direct Ve= locity parameter.
Map | usedirvelmap =E2=80=93 Allows you = to vary the Direct Velocity over the surface or the volume of the emitters.= If this is not used, the Source will emit equal Direct Velocity over the e= ntire surface or volume of the emitters.
None =E2=80=93 The =
Direct Velocity channel will not vary.
Texmap =E2=
=80=93 Allows you to specify a texture map to direct the velocity of the fl=
uid emitted by the Source. When using Texmap, the Direct Velocity is =
generated from the selected texture and is not multiplied by the value adde=
d in the Directed Velocity X/Y/Z slots.
Vertex Color =E2=80=93 The Direct Velocity of the emitted fluid is determined =
by the emitter node's vertex colors. When using Vertex Color, th=
e Direct Velocity is generated from the created vertex color and is not mul=
tiplied by the value added in the Directed Velocity X/Y/Z slots.
When using a Texture map to direct the Ve= locity of the fluid emitted from the Source:
The Red= color affects the Direct Velocity on the +/- X axis.
<= p>The Green color affects the Direct Velocity on theThe Blue color affects the D= irect Velocity on the +/- Z axis.
Motion Vel. | usevel, velmult&n= bsp;=E2=80=93 When enabled, moving emitters will affect the velocity o= f the fluid and make it follow the emitter. This effect is controlled with = the specified multiplier. If the emitter is not moving, this option has no = effect.
Modifiers | dmodvel =
=E2=80=93 Discharge M=
odifiers can be attached here in order to affect the
Polygon ID | poly_id =E2=80=93 = Only the polygons with the specified ID of the emitter geometry will emit t= he fluid.
The main purpose of Texture UVW is to pro= vide dynamic UVW coordinates for texture mapping that follow the simulation= . If such simulated texture coordinates are not present for mapping, textur= es assigned to your simulation will appear static, with the simulated conte= nt moving through the image. This undesired behavior is often referred to a= s 'texture swimming'. In Phoenix such textures can be used for mapping the = fire or smoke color and opa= city of volumetrics, as well as the color and opacity of meshes. Textur= e can be also used for displa= cing volumetrics and meshes.
UVW coordinates are generated by sim= ulating an additional Texture UVW Grid Channel which has t= o be enabled under the O= utput rollout for the settings below to have any effect.
For additional information on the Texture UVW feature, please check the Texture mapping, moving = textures with fire/smoke/liquid, and TexUVW page.
Inherit TexUVW From Geom | texuvw_geom =E2=80=93 Sets the UVW Grid Channel valu= e for each cell where fluid is emitted to the UV value of the emission geom= etry in that cell. As a consequence, for example, modulating the Smoke Colo= r with a texture on the very first frame will produce a render that looks v= ery 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 positi= on of the emission object inside the Simulator. Please check the Texture UV= W example below.
Map Channel | texuvw_geom_ch = =E2=80=93 Specifies the Map Channel index to sample. This is usef= ul when your geometry has multiple UV sets (called Map Channels in 3ds Max)= with different layouts.
Variation | texuvw_var_mode =E2= =80=93 Variation is used to offset the UVW coordinates upon emission to avo= id visible tiling once a texture is applied to the resulting simulation. Si= milarly to a printer, if the UVW channel is not varied, it would be li= ke printing out the same sentence over and over again on each new line. Whe= n varied, the printer will change the line being printed. The following met= hods are available:
Variation/Sec&nbs=
p;| texuvw_var_speed =E2=80=93 Controls the variation sp=
eed - the default value of 1 will cause textures assigned for rendering to =
repeat exactly once for every 30 frames (1 second) of the simulation.
=
span>
The following video provides examples of =
Inherited Texture UVW coordinates repeating along the V-axis over 0, 1 and 2 seconds. When Variation is se=
t to 0, the V coordinate remains static. =
If Variation is set to 1, it takes
Time Base | timebase =E2=80=93 This parameter = is used when emitting from particle systems. It allows you to animate the p= arameters using the age of the particle instead of the timeline frame time.=
Absolute =E2=80=93 Param=
eters of the source will be animated based on the timeline frame time.
<=
strong>Particle Age =E2=80=93 Parameters of the source will b=
e animated based on the age of the particle. This way, values at timeline f=
rame 0 will apply to each particle at the moment of its birth, and e.g. val=
ues at frame 10 will apply to the particle 10 frames after it was born. Thi=
s allows particles born at different moments to perform identical animation=
s offset in time. This can be useful e.g. if you want all particles to emit=
strongly after they are born and reduce their emission after a while, but =
in case the particles are born through a long period of time, the
Time Scale different than 1 will affect the Pa= rticle Age in the Liquid Source. In order to get predictable= results you will have to adjust the keyframes using this formula: <= strong>Time Scale * Time in frames.
Prt Shape | prt_shape =E2=80=93= This parameter is used when emitting from particle systems.
Sphere, 1 voxel =E2=
=80=93 Each particle will be the size of one grid cell. Particle sizes and =
shapes will be ignored.
Sphere, use size =E2=80=93=
The particle sizes will be used, but the shape will always be spherical.Sphere, custom size =E2=80=93 The particle shape wi=
ll be spherical and the size will be taken from the Custom Prt=
Size field.
Use particle shape =E2=
=80=93 The particle shapes will be used as they are provided. This might sl=
ow the simulation down if there are a large number of particles.
When a source emits from non-solid partic= les in any of the Sphere modes, the simulator traces each moving sphere and= emits continuously throughout its trajectory, no matter how fast the parti= cle is moving and how many steps the simulation uses. In a contrary wa= y, in Use particle shape mode, the particles are= getting evaluated the same way as regular mesh geometries, so in motion th= ey are sampled only at the simulation steps without filling the trajectory = in between the particle positions in time. In such case, if a particle= moves very quickly and the simulator has low Steps per Frame, the trajectory o= f the particle would get interrupted and you should increase the simulation= steps in order to keep it continuous.
Custom Prt Size | prtsphsz =E2= =80=93 Specify a custom size for the particles using this option. The size = is in scene units.
Smoke Simulation
Map =3D Vertex Color
Liquid Simulation
Map =3D Vertex Color