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This page provides information on the PHXSrouce component in Phoenix for 3ds Max.
Overview
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The Fire Source interacts by default with all simulators in the scene. If you have many simulators in the scene, you can restrict the source from emitting into certain simulators using the Include/Exclude lists of the Simulators. Each individual fluid channel includes a Mask slot for modulation with a texture across the surface or the volume of the geometry, and also a checkbox for controlling whether or not the Source will affect the corresponding channel. Also, note that if Emit Mode is set to Volume Brush or Volume Inject, the Map cannot use Explicit Map Channel or Vertex Color Channel mapping, because these apply only for the surface of the geometry. Additionally, each parameter can have one or many Discharge Modifiers, allowing the emission to change depending on the surface properties for each different voxel of the emitter. |
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Parameters
Emitter Nodes
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Emitter Nodes | sources – Specifies a list of objects that will emit fluid. Press the Add button and use the Left Mouse Button to select an object in the Viewport or a list of objects using the Scene Explorer. Can pick Phoenix | pick_ph – When enabled, allows Phoenix FD Simulators to be selected as an emitter in the list above. This usually involves more complicated setups. For additional information, please head over to the Interactions Between Simulators page. |
General
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Emit Mode | ifnotsolid – Specifies the way the objects in the Emitter Nodes emit fluid. Volume Inject – The volume of the emitters will discharge the selected fluid channels with added pressure. When this mode is selected, the discharge parameter is named Inject Power and it specifies the added volume of the injected fluid per second. This mode is useful for getting explosive discharge. In order to emit from the volumes of objects, this mode requires that all selected emitters are set into non-Solid mode from their Per-Node Properties. Volume Brush – The fluid inside the volume of the emitters will gradually change towards the selected channel values. When this mode is selected, the discharge parameter is named Brush Effect (%) and it specifies the rate at which the transition takes place. When Brush Effect (%) is 100%, the fluid will immediately reach the selected values, and if Brush Effect (%) is less, it specifies how close the fluid values will get to the values from the source in 1 second. E.g. if the fluid inside an emitter's volume Temperature is 1000 and the Source emits Temperature 2000 with Brush Effect (%) of 80%, then after 1 second the temperature will have risen to 1800. This mode is useful for creating standing volumes of fluid with a high Brush Effect (%), or alternatively - to slowly convert the fluid inside the volume of the emitters to the values selected below over a period of time. In order to affect the volumes of objects, this mode requires that all selected emitters are set into non-Solid mode from their Per-Node Properties. Surface Force – The surface of the emitters will eject the selected fluid channels along the geometry normals. The fluid's velocity follows the normals of the emitter geometry, so it is important to make sure they are not pointing inwards. When this mode is selected, the discharge parameter is named Outgoing Velocity and it specifies the speed of the emitted fluid in units/sec. The displayed units will change accordingly if the scene units change. This mode can work with emitter objects which are either Solid, or non-Solid in their Per-Node Properties.
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Inject Power / Brush Effect (%) / Outgoing Velocity | discharge / brusheffect / outvel – These parameters control the strength of the source. Check Emit Mode for more info. |
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Mask | dmap, usedmap – Allows you to vary the Outgoing Velocity, Inject Power or Brush Effect (%) over the surface or the volume of the emitters. White areas of this map will have the strongest discharge, while black areas of the map will not discharge at all. The individual fluid channels can also be modulated using dedicated maps from the options below. |
Modifiers | dmoddisch – Discharge Modifiers can be attached here in order to affect the Outgoing Velocity, Inject Power or Brush Effect (%) parameters.
Noise | noise – Varies the Outgoing Velocity, Inject Power and Brush Effect (%) across the surface or the volume of the emitting geometry or particle. The variation also changes over time.
Emitted Channels
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Temperature | temperature, uset – Specifies the temperature of the emitted fluid, in Kelvin. A value of 0 is absolute zero, and a value of 300 denotes room temperature. Temperature above 300 makes the fluid rise up, while temperature below 300 makes it fall down. If the Temperature channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored. Modifiers | dmodt – Discharge Modifiers can be attached here in order to affect the Temperature parameter. Mask | tmap, usetmap – Allows you to vary the channel over the surface or the volume of the emitters. If this is not used, the Source will emit equal temperature over the entire surface or volume of the emitters. |
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Smoke | smoke, usesm – Specifies the density of the emitted Smoke. This value is usually between 0 and 1, but it can be set greater than 1 if you wish your smoke to look thick and heavy even after traveling some distance. If the Smoke channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored. Modifiers | dmodsm – Discharge Modifiers can be attached here in order to affect the Smoke parameter. Mask | smap, usesmap – Allows you to vary the channel over the surface or the volume of the emitters. If this is not used, the Source will emit equal smoke density over the entire surface or volume of the emitters. |
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Fuel | fuel, usefl – Specifies the amount of emitted Fuel. If the Fuel channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored. Modifiers | dmodfl – Discharge Modifiers can be attached here in order to affect the Fuel parameter. Mask | flmap, useflmap – Allows you to vary the channel over the surface or the volume of the emitters. If this is not used, the Source will emit the same amount of Fuel over the entire surface or volume of the emitters. |
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Parameters
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Emitter Nodes
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Non-Phoenix particles, such as Particle Flow or tyFlow particles, can also act as emitters for a Phoenix Source. They can emit from a spherical 3D shape, or from instanced geometry. |
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Note that the Source icon itself does not emit fluid, so the position of the icon's viewport gizmo in the scene does not matter. Instead, you must pick the geometry and/or particles that you want to use as emitters, in the Source’s Emitter Nodes list. |
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General
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Fluid can be emitted from a geometry’s surface, or from the entire volume of an emitting geometry. Note that if the Emit Mode is set to Volume Brush or Volume Inject, and you have a Texture Mask using either Explicit Map Channel or Vertex Color Channel mapping, then the Mask will be applied on the whole volume, based on the closest geometry surface. |
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Emitted Channels
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Particles
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Note that even if you do not simulate visible fluid like smoke or fire, there can still be Velocity simulated within the grid, if for example, you animate an object to move around inside the grid to stir the Velocity channel. The simulated velocity can then affect Drag particles, and can also be previewed in the viewport, or even rendered. |
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RGB | uvw, useuvw – If the RGB Map is not enabled, the emitted fluid's RGB channel will contain the specified color. If the RGB Map is enabled, the RGB values from the texture map will be used instead of the color swatch. If the RGB channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored. Also, note that if Emit Mode is set to Volume Brush or Volume Inject, the Map cannot use Explicit Map Channel or Vertex Color Channel mapping, because these apply only for the surface of the geometry. Modifiers | dmodrgb
None – The RGB channel will not vary.
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Emission
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Particles | particles, useprt – Allows the source to emit particles into the Simulator. The particle birth rate is in thousands of particles per second. Type | prttype – Specifies the type of particles created by this source: Drag – The source will emit Drag particles. These are the simplest Phoenix particles and are just carried by the velocity of the simulation, without interacting with one another. They can be shaded using the Particle Shader and can be used for simulation of embers, or integration effects such as dust or sand. The RGB color of Drag particles is inherited from the Source and written in the cache files if the Simulator → Output → RGB Grid Channel is enabled.
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Lifespan (secs) | prtlife – The maximum age of the particles created by this source, specified in seconds. Lifespan var. | prtlifevar – Adds variation of the particles' lifespan, specified in seconds. |
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id | FireSource_ParticlesExport |
Export Drag Particle IDs | prtexportid – When enabled and the particle Type is set to Drag, this parameter exports the ID channel to the cache files.
Export Drag Particle Age | prtexportage – When enabled and the particle Type is set to Drag, this parameter exports the Age channel to the cache files.
Export Drag Particle RGB | prtexportrgb – When enabled and the particle Type is set to Drag, this parameter exports the RGB channel to the cache files.
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The RGB Grid Channel output under Fire/Smoke Simulator → Output has to be enabled for the RGB simulation to take place. |
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Polygon ID | poly_id – Only the polygons with the specified ID of the emitter geometry will emit the fluid. This option affects the discharge only in Surface Force mode.
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Texture UVW
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The main purpose of the Texture UVW feature is to provide dynamic UVW coordinates for texture mapping that follow the simulation. If such simulated texture coordinates are not present for mapping, textures assigned to your simulation will appear static, with the simulated content moving through the image. This undesired behavior is often referred to as 'texture swimming'. UVW coordinates are generated by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output roll-out for the settings below to have any effect. For additional information on the Texture UVW feature, please check the Dynamics roll-out documentation. |
Inherit TexUVW From Geom | texuvw_geom – Sets the UVW Grid Channel value for each cell where fluid is emitted to the UV value of the emission geometry in that cell. As a consequence, modulating the Smoke Color with a texture on the very first frame will produce a render that looks very close to the original geometry, if the same texture was applied to it. When this option is disabled, the TexUVW values will be based on the position of the emission object inside the Simulator. Please check the Texture UVW example below.
Map Channel | texuvw_geom_ch – Specifies the Map Channel index to sample. This is useful when your geometry has multiple UV sets (called Map Channels in 3ds Max) with different layouts.
Variation | texuvw_var_mode – Variation is used to offset the UVW coordinates upon emission to avoid visible tiling once a texture is applied to the resulting simulation. Similarly to a printer, if the UVW channel is not varied, it would be like printing out the same sentence over and over again on each new line. When varied, the printer will change the line being printed. The following methods are available:
- No Variation
- Along U
- Along V
- Along W
- Along Grid Normals
- Along Object Normals
- Along World Normals
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Texture UVW
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The main purpose of Texture UVW is to provide dynamic UVW coordinates for texture mapping that follow the simulation. If such simulated texture coordinates are not present for mapping, textures assigned to your simulation will appear static, with the simulated content moving through the image. This undesired behavior is often referred to as 'texture swimming'. In Phoenix such textures can be used for mapping the fire or smoke color and opacity of volumetrics, as well as the color and opacity of meshes. Texture can be also used for displacing volumetrics and meshes. UVW coordinates are generated by simulating an additional Texture UVW Grid Channel which has to be enabled under the Output rollout for the settings below to have any effect. For additional information on the Texture UVW feature, please check the Texture mapping, moving textures with fire/smoke/liquid, and TexUVW page. |
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Emission from Particles
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Example: RGB Map Vertex Color
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