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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Input rollout

Parameters

 

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Cached Frames – Shows information about the cached frame range.

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titleClick Here to expand additional $(VARIABLE) and Channel Mapping information

$(same_as_output) – Uses the output path as input. The resimulation output path will get used if the Resimulate option is enabled in the Resimulation rollout.
$(same_as_output)[nodeName] – Use the output path of "nodeName" as input.
$(simoutput) – Same as $(same_as_output).

$(same_as_resimoutput) – Uses the resimulation output path as input.
$(same_as_resimoutput)[nodeName] – Uses the output path of "nodeName" as input.
$(resimoutput) – Same as $(same_as_resimoutput).

$(work_path) – $(data_dir)/$(scene)_Phoenix_frames/$(nodename)_####.aur
$(data_path)
 – $(data_dir)/$(scene)_Phoenix2_frames/$(nodename)_####.aur
$(scene_path)
 – $(dir)/$(scene)_Phoenix_frames/$(nodename)_####.aur
$(scene_dir)
 – $(dir)/$(scene)_Phoenix2_frames/$(nodename)_####.aur
$(implicit) – Same as $(data_path).
$(dir) – The scene directory.
$(data_dir) – The current workspace data directory.
$(scene) – The scene file name.
$(nodename) – The name of the node.
$(fullname) – The full name of the node.
$(workspace) – The current workspace directory.
$env(<variable_name>) – An environment variable. See Using Environment Variables.

If you are transferring your scene and assets between Windows and Linux, prefixing your path with the $(workspace) or $env(<variable_name>) macros can make it possible to use the same scene without any manual modifications to the cache path.

Pound signs can be used to specify the cache frame number with at least as many digits as the pound signs. If the number of frame digits is less than the number of pound signs, the number is padded with zeroes to the left. For example:

 


 
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Frame Number#######
11010001
1010100010
1000100010001000
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The default rendering settings are tuned to Phoenix simulations, and they might not work well for imported 3rd party cache files.
This is why when loading OpenVDB or Field3D files generated by other software packages, you are given the option to choose a preset. The presets will change the render settings to reasonable default values. The presets will also modify the orientation of the cache files depending on the coordinate system of the source application (Y-up versus Z-up) by Enabling / Disabling the Flip Up Axis option.
You can further edit the parameters in the Rendering rollout to achieve the desired appearance of your simulation. 


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You can suppress showing of the dialogues offering presets using the inDontOfferPresets attribute of the Simulator. Setting inDontOfferPresets to 1, as shown in the image below, will disable the presets pop-up window displayed when a VDB or Field3D cache files are loaded.



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Clicking the "..." button will open a menu with the following options: 


 


Browse – Opens a dialog for choosing one of several cache file types. Phoenix can import *.f3d, *.vdb and *.prt files from other fluid simulator software products.  See How to import and render simulations from FumeFX, Houdini and Maya for more information.

Supported file formats are:

  • Phoenix *.aur 
  • Field3D *.f3d 
  • OpenVDB *.vdb
  • Krakatoa *.prt

Reset to Default - Resets the Preview and Render Path to the default value of $(same_as_output).

Help - Opens the Help page for the Input rollout of the Phoenix Simulator.

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In order to blend FLIP particles (e.g. Foam, Splash, etc.), enable the export of the Particle ID channel from the Output rollout of the Simulator.

To blend Drag particles, enable the export of the Particle ID channel from the Particles section of the Phoenix Source used to add them into the simulation.

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Playback Mode | inMode – Chooses between different options for animation control:

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Play Speed | inPlaySpeed – A multiplier for the playback speed. Value of 1 means that each timeline frame corresponds exactly to one cache file index. If the play speed is not exactly 1.0, frames will be blended between by using the method specified by the Grid Blend parameter. If you want to blend particles, you must have exported their ID channel during simulation (this can be done from the PHX Source or Foam/Splash rollouts, depending on the way you create your particles rollout). Note that that Play Speed is not keyable - you should switch to Cache Index mode and animate the Direct Cache Index.

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Flip Up Axis | inFlipYZ – When enabled, flips the Y and Z axis of the cache's transformation. This is useful when the cache was created with a different up axis (for example, in 3ds Max).

 

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Example: Timeline Origin

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The following example demonstrates how the Timeline Origin parameter can be used to specify which frame on the timeline is treated as the first frame when reading the Input Path cache files.

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The files go from simulationFrame_000 to simulationFrame_030. When the Timeline Origin is set to 10, they are read as if they were saved as simulationFrame_010 to simulationFrame_040.

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Example: Cache Origin and Play Speed

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The following example demonstrates how the Cache Origin and Play Speed can be used to offset and speed up the input cache files.

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The files go from simulationFrame_000 to simulationFrame_030. When the Timeline Origin is set to 100, they are read as if they were saved as simulationFrame_100 to simulationFrame_130.

The Cache Origin is then used to specify which simulationFrame will be placed on Timeline Origin = 100. Because Cache Origin is set to 10, the whole sequence is shifted 10 frames back such that simulationFrame_000 is placed at frame 90. Thus, the sequence now goes from frame 90 to frame 120.

The Play Speed is then set to 2.0. Those thirty frames are now reduced to fifteen. The Cache Origin frame is treated as the middle point when shrinking the sequence.

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Example: Looping a Simulation

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The following example demonstrates how the Input rollout parameters can be used to loop a simulation.

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The Timeline Origin parameter is set to 0 - this will be the first frame of the timeline which the Input Path files read into the scene by the Simulator will be placed on.

The Cache Origin is set to 10 so simulationFrame_010 will be read and placed at Timeline Origin = 0.

The Play Length is set to 15 so the sequence now repeats itself every 15 frames when played back (those are actually simulationFrame_010 to simulationFrame_025).

Finally, the Loop Overlap parameter is set to 5 to provide a few extra frames for blending the start and end of the loop together in a smooth transition.

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Example: Play Speed

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Grid Channel Smoothing

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The controls in this section allow you to smooth the grid channels loaded from cache files for preview and rendering. You can use this to prevent grid artifacts on meshed grid channels such as the Liquid surface, Smoke or Temperature surface, to remove unwanted noise in these channels, or to get smooth motion blur by smoothing the Velocity grid channel.

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Threshold | inSmoothTemp[0], inSmoothSmoke[0], inSmoothUVW[0], inSmoothFuel[0], inSmoothVel[0] – If this value is 0, the entire grid will be smoothed evenly. The higher the threshold is raised, the less voxels will be affected and only the sharpest gradients will be smoothed. The highest value you could use here depends on the range of the values of the smoothed channel - for Smoke and Liquid it's usually in the [0,1] range, while for Velocity it could go as high as several hundred and for Temperature it could be over a thousand. If you set this value too high, no voxels will be smoothed at all.

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Enable | inSmoothTempEnbl, inSmoothSmokeEnbl, inSmoothUVWEnbl, inSmoothFuelEnbl, inSmoothVelEnbl – This checkbox enables frame smoothing for the specified input channel. 


3rd Party Channels Mapping

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Different applications use different channels and might have different names for them. When loading f3d/vdb files, Phoenix tries to automatically make the conversion to the supported channels. If a channel is not mapped by default, a channel can be manually set from the drop-down menu. 


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 All mappings are kept in a single string attribute, accessible by the name "userChannelMappings". An example mapping string is:

2,density;10,fuel;1,temperature;4,vel.x;5,vel.y;6 ,vel.z;

The string is composed of pairs of a Phoenix channel index and a string channel name. Phoenix supports the following channels with the respective indices:

Smoke - 2
Temperature - 1
Fuel - 10
Velocity.x - 4
Velocity.y - 5
Velocity.z - 6
Red - 7
Green - 8
Blue - 9
Viscosity - 22
Wavelet Energy - 14
Wavelet.u - 19
Wavelet.v - 20
Wavelet.w - 21

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