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This is especially useful for liquid simulations, where by default, the Grid Liquid Channel is is exported to the cache files during simulation. This enables the simulator to voxelize the the Liquid Particles into a Grid Channel into a Grid Channel, so that the particles can be used to indirectly generate a liquid surface.
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When rendering as a mesh, Liquid Particles are shaded by a material assigned to the Liquid Simulator object. However, secondary effect particles such as Foam, Splash, Mist and Wetmap particles must be shaded using the Phoenix Particle Shader. Simply create a Particle Shader object, and add the Liquid Simulator to it. The Particle Shader can then read the cache data loaded by the Simulator, and shade the particles as either Points, Bubbles, Cellular, Splashes, or Fog, depending on the mode you select. |
Advanced For even more advanced control over the shading of Liquid Particles is provided with the , you can use the Phoenix Grid Texture. It reads from the simulation’s Grid Channels to generate a procedural texture, which can then be used to drive the properties of a material applied to a liquid surface, for example, to mix colored liquids together, or function as a mask for blending wet and dry materials when using Wetmap particlesshade the simulation wherever colors are needed.
It can also be plugged into the texture slots of a material. For example, if you want to mix together liquids with multiple RGB colors emitted from different Liquid Sources, the Grid Texture can be used to read and transfer the RGB colors to the Liquid mesh's material for shading.
Similarly, a Phoenix Particle Texture can be used to read particles and color their positions. When used to read Wetmap particles, it can act as a mask to blend between two materials, for example, a wet material and a dry surface material. This way, geometry covered by WetMap particles can appear wet, and the rest of the geometry can appear dry.
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UI Path: ||Select Liquid Simulator | LiquidSim object|| > Modify panel > Rendering rollout |
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