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Liquid simulations are typically rendered using one of the surface render modes. Meanwhile, volumetric modes are typically used for rendering fire and smoke. |
Surface render modes generate a mesh surface, which is based on the channel specified in the Surface Channel parameter.
This is especially useful for liquid simulations, where by default, the Grid Liquid Channel is exported to the cache files during simulation. This , which enables the simulator to voxelize the Liquid Particles into a Grid Channel. This way, so that the particles can be used to indirectly generate a liquid surface.This makes it possible to render the liquid , that can be rendered as a mesh using one of the surface render modes, such as Mesh, Isosurface, Cap Mesh and Ocean Mesh.
The meshed liquid then behaves just like any regular geometry, meaning you can assign 3ds Max or V-Ray materials to the Simulator, and there is no need for a dedicated shader. The Rendering rollout also contains additional controls for this meshing process, to customize the appearance of the surface.
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Similarly, a Phoenix Particle Texture can can be used to read particles and color their positions. When used to read read WetMap particles 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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