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Overview

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The Phoenix Grid Texture can be created from the Hypershade. It loads and exposes a Grid Channel of a selected Phoenix Simulator as a procedural texture, which can then be used to shade the simulation wherever colors are needed. It can be created from the Hypershade.

For example, this texture can be plugged into the texture slots of a material as color or opacity, and used to shade the surfaces of liquids or meshes in general, that were exported with an RGB Grid Channel. If you want to mix together liquids, for example, 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.

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UI Text Box
typetip

UI Path: ||Hypershade|| > Create panel > Maya section > 3D Textures
UI Path:  ||Create Render Node|| > Maya section > 3D Textures

Parameters

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Simulator Node | simNode  – Allows you to specify the PhoenixFDSimulator node. 

Channel | channel  – Specifies the channel retrieved from the Phoenix node:

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Auto Mapping | autoMapping – Allows automatic 3D mapping to the simulator's box, ignoring the place3dTexture node. Note that if the Grid Texture is plugged into a Particle Shader's Color Map slot and Auto Mapping is enabled, Liquid Simulator should also be enabled and connected in the Particle Shader, otherwise the Grid Texture wouldn't know how to get mapped because the Particle Shader has no grid box like the Phoenix Simulator.

Color Scale | output_scale – Multiplies the color output values of the Grid Texture.

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