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This page provides information on the PHXSrouce component in Phoenix for 3ds Max.
Overview
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You can use the Fire Source to emit fire and smoke into Fire/Smoke Simulators. It's not a problem to use it for emitting liquid as well, but you have to understand Grid Channel ranges well. You can emit fluid from geometry or from particles. The fluid can be emitted from the surface, or from the entire volume of emitting geometry. Particles can emit from a spherical shape, or from instanced geometry shapes. Note that the viewport gizmo of the Source does not emit fluid itself - you have to first pick the geometry or particles you would use as emitters in the Source's list. The position of the Source icon in the scene does not matter.
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Parameters
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Emitter Nodes
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Emitter Nodes | sources – Specifies a list of objects that will emit fluid. Both geometry and particle systems can be selected here. Press the Add button and pick an object from the Viewport, or a list of objects using the Scene Explorer. |
General
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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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Emit Mode | ifnotsolid – Specifies the way the objects in the Emitter Nodes emit fluid. Surface Force – The surface of the emitters will eject the selected fluid channels along the geometry normals. In this mode, the discharge 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 both Solid and non-Solid emitters. If you use a Mask for the discharge in Surface Force mode, white areas of the emitter's surface will eject fast fluid, while darker ones would emit more slowly. Black areas will not emit at all. 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 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 channel values, and if Brush Effect is less, it specifies how close the fluid values will get to the values from the Source over 1 second. E.g. if the Temperature inside an emitter's volume 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. Note that you can both increase or decrease the values of the fluid channels in Volume Brush mode. When Brush Effect (%) is 0, then the Source has no effect. This mode requires that all selected emitters are set into non-Solid mode from their Per-Node Properties. If you use a Mask for the discharge in Volume Brush mode, white zones in the volume will have the Brush Effect you have specified, while darker zones will use a smaller Brush Effect. Completely back zones in the mask would not be affected at all by this Source. Volume Inject – The volume of the emitters will discharge the selected fluid channels with added pressure. When this mode is selected, the discharge is named Inject Power and it specifies the added volume of the injected fluid per second. This mode is useful for getting explosive discharge. Inject Power can be negative, in which case the Source will suck in and delete the fluid. This mode requires that all selected emitters are set into non-Solid mode from their Per-Node Properties. If you use a Mask for the discharge in Volume Inject mode, white zones in the volume will have the Inject Power you have specified, while darker zones will use a smaller Inject Power. Completely back zones in the mask would not be affected at all by this Source.
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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. See the info on the Emit Mode option above for more info on how the Mask affects each mode. |
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. This is a shorthand for using an animated noise in the Mask slot.
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. You can find out more about Phoenix Grid Channel Ranges here. 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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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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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 distanceModifiers | dmodsm –
| Fuel
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| RGB
None – The RGB channel will not vary.
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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. Modifiers | dmodprt – Discharge Modifiers can be attached here in order to affect the Particles parameter. Mask | prtmap, useprtmap – Allows you to vary the amount of particles over the surface or the volume of the emitters. If this is not used, the Source will emit equal amount of particles over the entire surface or volume of the emitters. |
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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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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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Emission
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Output Drag Particle Channels - Drag particles are created as separate particle systems per each Source that creates them, using the name of the emitting geometry. This is why the particle channels written to the simulation cache files are chosen from the Source, unlike the channels of other particle types which are set through a Simulator's Output rollout. Note that writing more channels to the cache files takes more time and will add up to the simulation time, so if you know in advance that you will not be needing a certain channel for rendering, then it would help the simulation times if you turn it off. Velocity | prtexportvel – When enabled and the particle Type is set to Drag, this parameter exports the Velocity channel to the cache files, so that you can use it for rendering with motion blur or coloring of particles based on their speed using the Particle Texture. ID | prtexportid – When enabled and the particle Type is set to Drag, this parameter exports the ID channel to the cache files. Age | prtexportage – When enabled and the particle Type is set to Drag, this parameter exports the Age channel to the cache files. 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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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 Dynamics rollout documentation. |
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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