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The Output rollout holds the controls for the simulation result.

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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Output rollout

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$(work_path) – $(data_dir)/$(scene)_Phoenix_frames/$(nodename)_####.aur

$(data_path) – $(data_dir)/$(scene)_Phoenix2_frames/$(nodename)_####.aur
$(scene_path)
 – $(dir)/$(scene)_Phoenix_frames/$(nodename)_####.aur
$(scene_dir) – $(dir)/$(scene)_Phoenix2_frames/$(nodename)_####.aur
$(implicit) – Same as $(data_path).
$(dir) – The scene directory.
$(data_dir) – The current workspace data directory. This can be overridden from the Phoenix FD Global Preferences' Default Cache Path option.
$(scene) – The scene file name.
$(nodename) – The name of the node.
$(fullname) – The full name of the node.
$(workspace) – The current workspace directory.
$env(<variable_name>) – An environment variable. See Using Environment Variables below.

If you are transferring your scene and assets between Windows and Linux, prefixing your path with the $(workspace) or $env(<variable_name>) macros can make it possible to use the same scene without any manual modifications to the cache path.

#### is the frame number formatted with at least as many digits as the hash signs. If the frame digits are less than the hashes, the number is padded with zeroes to the left. As an example, the following table shows how different numbers of hash signs affect the formatting of different frame numbers.

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Frame Number#######
11010001
1010100010
1000100010001000
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Since version 3.00.02, Phoenix FD can export VDB grid data. Check the How to export PhoenixFD simulation to OpenVDB format video.
Appending a .vdb extension after the Output Path tells Phoenix to write its data in the OpenVDB format. Particle data can also be exported using the .aur or the .vdb format.

Note that due to the difference between the compression algorithms used by Phoenix FD's Aura format and the OpenVDB format, exported VDB caches may produce a slightly different result at render time compared to Aura caches when the Storage Quality is set to a value lower than 20 (i.e. Lossless).

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 Clicking the "..." button will open a menu with the following options:

 

Browse - Opens a dialog where you can select where the simulation caches will be written to. The filename you type in must contain # signs so each simulation frame will be written to a differently numbered file. Also, you can choose between two file formats - AUR and VDB cache files. In order to write the simulation caches to VDB in the default simulation path, you can just edit the Simulation Save Path to $(work_path).vdb.

Delete Cache Files - Clears the cache files matching the provided Simulation Save Path pattern.

Reset to Default - Resets the Simulation Save Path to default.

Help - Opens this Help page.

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BackupInterval
BackupInterval
Backup Interval | backupInterval – The frame interval between two backups of the full simulation state. You can later continue a stopped simulation from such frames (see the Restore button in the Simulation roll-outrollout). To make a Restore possible at every frame, set this parameter to 1. A value of 0 means no backup frames will be exported.

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Example: Particle 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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Storage quality = 19 

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Storage quality = 14
(artifacts in the lower left corner) 

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Storage quality = 8

 

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OutputChannels
OutputChannels
Output Grid Channels

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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.

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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 Phoenix 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.

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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 Phoenix Grid Texture.

Grid Fuel outFuel – Export the fuel density in the simulation.This needs to be enabled when simulating the process of Burning.

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Solid Voxels – Exports the solid voxels as smoke. Voxels covered by many obstacles contain more smoke.
Divergence Symm – Exports the negative divergence of each voxel. 
Divergence Smooth  – Exports the blurred negative divergence of each voxel. 
Vorticity – Exports the length of the curl of each voxel. Can be used for whitewater shading. 
Vorticity Smooth  – Exports the blurred length of the curl of each voxel. Can be used for whitewater shading. 
Velocity Gradient –  Exports the length of the gradient of the velocity field. 
Injector  – Exports the pressure term created by sources in Inject mode or formed during the simulation.
Liquid Surface – Exports the surface created by the simulation.
Solid Geom Type – Exports the internal geometry type in each voxel.
Hydrostatic Pressure – Exports the pressure of the liquid at each voxel due to the effect of gravity.
Voxelization Issues – Exports voxels where the solver would produce wrong results during simulation. Such voxels are near overlapping triangles, inverted normals, open edges or other geometry issues.

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OutputParticles
OutputParticles

Output Particles

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The particle export parameters share a User Interface to keep the user interface compact. Each particle system can be selected individually from the drop-down list, and the output settings can be selected for that particle system. When a particle system is selected again, the same settings are retained.

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Particle Age – When enabled, the particle age channel will be exported. The particle age channel will be exported. This channel can be used for animation effect based on the particle age, which can be needed by the Phoenix Particle Texture, Phoenix Source, Particle Shader, or Particle Tuner.

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 The Age channel is affected by the Time Scale option under the Dynamics roll-out rollout which acts a multiplier for the Age.

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There are path environment variables in every OS, and they can be used with Phoenix FD cache Phoenix cache file paths.

For example, to access environment variables in Windows 10 and Windows 8, follow these steps:

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Using this, you can create a path (variable), give it a name, and use it for cache files in Phoenix FD.

For example, the path D:\PhoenixFD\Cache can be given the environment variable name "Cache". In the Phoenix Simulator Output rollout, you can specify the Output Path as the following:

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Note that in order to reference environment variables, the following pattern must be used:

$env(<variable_name>)

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