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This page provides information on the Phoenix Particle Texture (= PhoenixFDParticleTex).
The Particle Texture is a = 3D texture that reads particles and colors the positions of e= ach particle in a particle system. It can be created from the&= nbsp;Material Editor in 3ds Max.
The Particle Texture can also shade a Particle=E2=80=99s color= strong> based on Particle Channels, such as its Ag= e or Speed. As a result, you can change the Parti= cle=E2=80=99s color over time, based on the behavior of those Particle Chan= nels.
Note that the Particle Texture is generated so that each particle is white by default, with the are= a around each particle having soft edges, that fade to black with further d= istance from each particle=E2=80=99s position. This area can also use color= from another texture, or even use different pieces of a texture for each p= article.
If a constant color is used, it can either be the same for a= ll particle areas, or it could come from a certain Particle Channel - Age, = Velocity, RGB, etc.
You can also plug the Particle Texture into a Phoenix Particle Shader's color map slot, which would enable you to shade particles as different colors, based= on their Particle Channels.
The Particle Texture can also be plugged into a material, and used to sh= ade the surfaces of geometry objects. If you are simulating liquid that cre= ates a WetMap particle system over geometries, you can use= the Particle Texture as a grayscale mask to blend between two materials, f= or example, a wet material and a dry surface material. This way, the geomet= ry that is covered by the WetMap particles will appear wet, and the rest of= the geometry will appear dry.
Source Particle System | system =E2=80=93 Spec= ifies the particle system that will be used. It can be any standard 3ds Max= particle system, and you can pick the Phoenix Simulator or the Phoenix PRT Reader.
Render-time Only | ren= der_time =E2=80=93 The particle texture will be evaluated = only during rendering. This can help speed up simulations that use this tex= ture. Otherwise, the texture will be evaluated during simulation and could = cause loading and blending of frames, which is slow and in turn can produce= warnings about missing particle ID or Age channels.
Particle Area Radius | rad=
ius =E2=80=93 Specifies the size of the particle area. Thi=
s option is critical to the performance. The larger the Partic=
le Area Radius, the longer it would take for the Particle Texture =
to render. In case you are using the Particle Texture as a Col=
or Map in a Phoenix Particle Shader, always start with a very small
PA | radius_time =E2=80=93 You = could use this option only when you have animated the Particle= Area Radius. When PA is off, the anima= tion of Particle Area Radius affects all particl= es simultaneously. When you enable PA, the animation&= nbsp;of Particle Area Radius will be read using = the Age of each particle. This way the animation curve will start from the = birth time of each particle, instead of the first timeline frame. This way = at one point in time different particles could use different moments of the= animation, if they were born at different times. Note: The particle ages m= ust be exported from the Ou= tput rollout of the Phoenix Simulator. If the particles are import= ed from another plugin or application, e.g. through the PRT Reader object, you must make sure to expo= rt the particles' ages from the other software.
Areas Blending Method | blending&nbs= p;=E2=80=93 Specifies the method for blending particles that have overlappi= ng areas.
Equal =E2=80=93 All=
particles add the same contribution to the end result.
Proporti=
onal =E2=80=93 The contribution of each particle is determine=
d by the distance to the particle.
Biggest =E2=80=
=93 The particle with the biggest contribution determines the end result.Voronoi =E2=80=93 The nearest particle is used.
Blend Alpha= | blend_alpha =E2=80= =93 When enabled, the alpha of the sampled color texture is blended. Otherw= ise, it is set to 1.
Color Intensity | amplitude,
PA | amplitude_time =E2=80=93&n= bsp;You could use this option only when you have animated the = Color Intensity. When PA is off, the an= imation of Color Intensity affects all particles= simultaneously. When you enable PA, the animation&nb= sp;of Color Intensity will be read using the Age= of each particle. This way the animation curve will start from the birth t= ime of each particle, instead of the first timeline frame. This way at one = point in time different particles could use different moments of the animat= ion, if they were born at different times. Note: The particle ages mus= t be exported from the Outp= ut rollout of the Phoenix Simulator. If the particles are imported= from another plugin or application, e.g. through the PRT Reader object, you must make sure to export= the particles' ages from the other software.
Mult. by Size | mulbysz =E2=80= =93 When enabled, the Color Intensity value is multiplied by the particle's Size channel. This option can be u= sed when blending wet and dry materials when using WetMap particles (when&n= bsp;Wetting is enabled in the Dynamics rollout) because the WetMap particl= es shrink with time.
Color Map | map =E2=80=93 Speci= fies a texture map connected to the particles. The contribution of each par= ticle is the color from the texture in the Particle Area Radiu= s, fading to black with soft edges or blending with overlapping pa= rticle areas using the Areas Blending Method. If no t= exture is specified, the particle area is white.
Shift Color Map | shift, sh= ift_mode , shift_time =E2=80=93 Enabling this = option changes the calculation algorithm. Instead of contributing to the re= sulting colors, the particles instead produce shifted coordinates for the t= exture specified in the Color Map slot. Whe= n the simulation starts, each particle relates to a pixel on the texture, a= nd also to a number of pixels around it using the radius specified by the&n= bsp;Shift Color Map number field. As the particles mo= ve, they "pull along" the related part of the texture. If PA&n= bsp;(particle age) option is enabled, the particle Age channel is = used to shift the texture rather than the particle Position. This mode has = no effect if no texture is specified in the Color Map field. See the Shift mode example below for more information.
Color From Particle Channel | colfrompart= chan =E2=80=93 When enabled, the particle areas are colored = using a specified particle channel of the connected particle system, such a= s Age, Size, Velocity, Position, etc. Note that if the particle channe= l is a vector channel, such as RGB, Position and Velocity, it can directly = be shown as color in each particle area, but if the channel is a scalar suc= h as the Size, Age or ID of the particles, it will produce grayscale color,= unless you use the Remap Color option.
Remap Color | partcolremap&n= bsp;=E2=80=93 This option remaps a different color for s= calar particle channels such as the Size, Age or ID of the particles, = or a component from vector particle channels such as RGB, Positio= n, or Velocity. For example, you can remap the particle Age which ranges fr= om 0 (black) for newborn particles to several tens or hundreds (seconds), t= o a gradient from blue color for newborn particles to red color for old one= s - you can do this by placing the blue color at position zero in the color= gradient, and placing the red color at a value that is the maximum particl= e Age (in seconds). You need to know the value ranges of the particle chann= els in order to remap them correctly - check the Particle Channel Ranges page for m= ore information. When remapping vector channels, you have to set the <= strong>Use Color Component option to one of the vector compon= ents of the channel.
Use Color Component | remapc= olcomp =E2=80=93 Specifies the vector= component of channels such as RGB, Position, or Velocity to be used w= hen remapping.
X =
=E2=80=93 Uses the X axis of positions or velocities, or the Red cha=
nnel from RGB color.
Y <=
/span>=E2=80=93 Uses the Y axis of positions or velocities, or the Gre=
en channel from RGB color.
Z =E2=80=93 Uses the Z axis of positions or velocities, or t=
he Blue channel from RGB color.
Length=
=E2=80=93 Uses the length of the particle channel. Can be used with the Velocit=
y channel when you need to remap the Speed of the particles t=
o colors. If X, Y or Z are used with Velocity, this will remap the Speed re=
spectively in the X, Y or Z directions.
= p>
The Remap Color gradient= stores its parameters with the partcolor_p, partcol= or_c and partcolor_i script names.
You can render out the Color From= Particle Channel as a separate render element by using the Phoeni= x Particle Texture as an input for the VRayExtraTex = render element and turning on Render as Geometry in the Particle Shader's options.= p>
The Particle Texture can be used to blend between two materials. Th=
e examples below illustrate setups when using the default Scanline Renderer=
or V-Ray for 3ds Max. When using the Scaline Renderer, the Particle T=
exture is set as the Blend material's Mask. When using V-R=
ay, two different V-Ray Materials are set as the
This setup can be used when rendering the Wetmap partic= les of the Phoenix simulation. You can use a Particle Texture to read = the Wetmap particle system and then blend between two materials - a dry and= a wet one.
Using the Scanline Renderer= p>
Using V-Ray for 3ds Max