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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 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. |
For even more advanced control over the shading, you can use the the Phoenix Grid Texture. It reads from the simulation’s Grid Channels to generate a procedural texture, which can then be used to shade 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 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 a Phoenix Particle Texture can be used to read particles and color their positions. When used to read WetmapWetMap 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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Render settings are not stored within the caches themselves, so if you want to use the same render settings for another simulator or project, there is the option to save and load them as as Phoenix Render Presets in the “.tpr” file format. |
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