Page History
This page provides information on the PhoenixFDTexture.
Page Contents
Table of Contents | ||
---|---|---|
|
Overview
...
PhoenixFDTexture can be created from the Hypershade. It loads and exposes a grid channel of a selected Phoenix simulator object as a procedural texture. Using this component, you can shade the content in ways that the plain Phoenix shader does not support.
...
Auto Mapping | autoMapping – Allows automatic 3D mapping to the simulator's box, ignoring the place3dTexture node. Note that if the Grid Texture is plugged into a Particle Shader's Color Map slot and Auto Mapping is enabled, Liquid Simulator should also be enabled and connected in the Particle Shader, otherwise the Grid Texture wouldn't know how to get mapped because the Particle Shader has no grid box like the Phoenix Simulator.
Color Scale | outputScale – Sets the output value of the selected channel.
Color Offset | outputOffset – Offsets the output value of the selected channel.
Rescale Grid Channel – Rescales the output values of a grid channel to a certain range.
Min – Sets the minimum value.
Max – Sets the maximum value.
Rescale to Current Frame – Rescales the channel based on the value in the current frame.
Rescale to Entire Sequence – Rescales the channel based on the values in the entire cache sequence.
Close – Closes the Rescale Grid Channel dialog window.
Skip Displacement | skipDispl – When enabled, the content is sampled without adding Phoenix displacement.
Alpha is the Color's Intensity | alpha_intensity alphaIntens – When enabled, the alpha for the texture will be based on the color's intensity. When disabled the alpha will be solid.
...