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

 

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Output Path

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CachePath
CachePath
Simulation Save PathSave Path | outPath, outPathResolved – This is the directory and the name template for the output cache files. It uses the $(scene_path) macro by default, and there are also other available macros as listed below. To set up rendering and simulation cache paths manually, see How to change the default Phoenix paths on the Tips and Tricks page.

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Since version 3.00.02, Phoenix 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'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:

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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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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 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 Temper./Liquid | outTemp – If this is a fire/smoke simulation, exports the Temperature channel. If it's a liquid simulation, exports the liquid amount which is needed so that you can render the Liquid as a mesh and also preview it as a mesh in the viewport.

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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.  For more information on TexUVW, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page.

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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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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Export Selected Particle System – When enabled, the selected system will be exported.

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