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UI Text Box
sizemedium
typewarning

If using a Render Cutter for a liquid pouring into a glass or otherwise contained into another refractive object, you may need to set the Mode to Isosurface. By default, the mode is set to Mesh which may produce artifacts in the rendered image.

Surface Channelsarg –  Specifies the channel that will define the surface of the fluid. It is used for solid rendering and displacement.

Texture - the values of a custom texture will define the mesh surface. You can see how this works in this How-to video.
Liquid - the Liquid channel will define the liquid surface. Liquid is typically in the range 0-1 for Liquid simulations.
Smoke - the Smoke channel will define the liquid surface. Smoke is typically in the range of 0-1 for Fire / Smoke simulations.
Speed - the Speed channel will define the liquid surface. Speed channel output has to be enabled for this to work. Speed is calculated as the length of the velocity vector for each voxel.  
Fuel - the Fuel channel will define the liquid surface. Fuel channel output has to be enabled for this to work. 
Viscosity - the Viscosity channel will define the liquid surface. Viscosity channel output has to be enabled for this to work.

Invert Liquid Volume | solidbelow – By default, grid values above 0.5 are assumed to be liquid, and values below 0.5 are assumed empty. When enabled, the convention switches to the opposite such that values above 0.5 are assumed empty, and values below 0.5 are assumed to be liquid.  

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