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Example: Fire/Smoke compression artifacts |
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Example: FLIP/Liquid compression artifacts
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For particle systems such as Liquid or Foam, the artifacts would look like ordered lines of particles, as in the following comparison (click to zoom in): |
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Compress Particles | prtcompress – Enables compression of the simulated particle systems when they are written to AUR cache files. VDB cache files exported from Phoenix do not support particle compression. Simulations with very high particle counts, such as 50 million or more, will produce large caches, so particle compression will help reduce the cache sizes significantly. If you are writing or reading the cache files over the network or to a disk drive, this could significantly speed up simulation and rendering. However, if you are writing the simulation caches to an SSD drive or other fast storage, and you can afford to have large cache files, then disabling the compression could actually speed up the simulation.
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Example: Particle compression artifacts
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AnchorOutputChannels OutputChannels
Output Grid Channels
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OutputChannels |
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Choose which simulation channels will be saved to the created cache files. The more channels are used, the slower the simulation runs and the larger the output files are. While scrolling the timeline, you can check which channels are present in the loaded cache file for the current frame from the Cache File Content section in the Simulation rollout. Note that in the case of FLIP / Liquid simulations, currently only the liquid particles can be automatically converted to a grid during export, while all the other systems (e.g. Foam, Splash, etc.) are exported only as particles. |
Grid Temper./Liquid | outTemp – If this is a fire/smoke simulation, export exports the Temperature channel. If it's a liquid simulation, export exports the liquid amount which is needed is needed so that you can mesh the liquid.can render the Liquid as a mesh and also preview it as a mesh in the viewport.
Grid Smoke | outSmoke – Export the smoke density.
Grid RGB | outUVW – Export the RGB color. You can use this for simulations where you are mixing different liquid colors or materials through a Phoenix FD Grid Texture.
Grid Wavelet | outWavelet – Export the wavelet data of a fire/smoke simulation. You need this if you are going to resimulate a fire/smoke simulation in order to increase the resolution and add more detail using wavelet turbulence.
Grid Speed | outSpeed – Export the speed of the simulation. You can use this for coloring the simulation at render time based on how fast different parts of the fluid move.
Grid Velocity | outVel – Export the velocity of the simulation. The difference between the Speed and Velocity channels is that Velocity is a vector and takes 3 times more space in the cache file than the Speed channel. However, Velocity has direction and is needed for Resimulation and motion blur of the fire/smoke simulation or the liquid mesh. Because Speed can be calculated from the Velocity, it is not exported separately when Velocity is exported.
Grid Viscosity | outVisc - Export the Viscosity channel. Required for variable Viscosity simulations You may also choose to enable this if, for instance, your setup requires that you use the Viscosity channel as a mask through a Phoenix FD Grid Texture.
Grid Fuel | outFuel – Export the fuel density in the simulation.This needs to be enabled when simulating the process of Burning.
Grid Texture UVW | outTexUVW – Export the Texture UVW channel. Enable this to generate texture mapping coordinates that follow the movement of the fluid. This way you can change the textures you want mapped over your fluid even after the simulation has ended, without the need to simulate again.
Grid Advection Origin | outAdvPos – Export the advection origin of each voxel in the simulation. This is needed for the Precise Tracing Blend Method for retiming simulated sequences in the Input rollout, and is also needed for the Use Advection Origin for Motion Blur option in the Simulation rollout.
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Note that writing more channels to the cache files takes more time and will add up to the simulation time, so if you know in advance that you will not be needing a certain channel for rendering, then it would help the simulation times if you turn it off.
Particle Velocity – The particle velocity channel will be exported. Use this option when you need motion blur for the particle systems such as Foam, Splash, etc.
Particle ID – When enabled, the particle ID channel will be exported. This channel is used during rendering to identify each particle. Use it when render time size variation is needed, or when frame blending will be involved (animated frame index or non-integer play speed).
Particle Age – When enabled, the particle age channel will be exported. The particle age channel will be exported. This channel is appropriate only for particles with animated particle ages such as those included in the can be used for animation effect based on the particle age, which can be needed by the Phoenix Particle Texture, Phoenix Source, and Particle Shader. In this case, the parameter will be animated not using the absolute global time, but the particles' age, or Particle Tuner.
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The Age channel is affected by the Time Scale option under the Dynamics roll-out which acts a multiplier for the Age. |
Particle Viscosity - The particle Viscosity channel will be exported. Enable this if your Resimulation requires the calculation of viscosity.
Particle RGB – When enabled, the particle RGB channel will be exported. You can use this for simulations where you are mixing different particle colors or you shade the particles by the particle RGB channel through a Phoenix Particle Texture. Also, enable this if you want to be able to preview the RGB channel as a particle color in the Viewportviewport.
Particle Size – You would need this channel to be exported if you would like to use the simulated particle sizes when rendering. Note that the WetMap particle system does not export the Age channel and its Size channel decreases with time.
Particle Texture UVW – The particle Texture UVW channel will be exported. Enable this to generate texture mapping coordinates that follow the movement of the fluid.
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