Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

There are many places in Phoenix where you can insert a texture and affect the simulation or rendering of fluids - fire/smoke or liquids:

...

Thus, you can use Object XYZ and World XYZ for textures mapped over the Phoenix Simulator. Object XYZ means that the texture will always be stretched over the Simulator box - e.g. if the Simulator is flat and wide and you map it with a checker, it would squash the checker vertically, and stretch it horizontally. If your simulation uses adaptive grid and it expands and shrinks over time, the texture will also expand and shrink together with the grid when Object XYZ is used. On the contrary, when using World XYZ, the texture will be fixed in world space, so the features of the texture will remain in the same place even if the grid grows or even if the grid is animated to move around in space - it would 'swim' through the texture. World XYZ mapping is useful for the Phoenix Ocean Texture whose waves should be tied to the world space and in most cases should not be carried around with a moving simulation grid.

 

Anchor
TexUVW
TexUVW

Phoenix TexUVW

When you want your texture to move together with the fire/smoke or liquid, you need to simulate with Phoenix's Texture UVW.

...

...

  1. By inheriting the UVs from the source geometry, when Inherit TexUVW from Geom is enabled on the Phoenix Source. The UVW channel will be based on the UVs of the emission geometry. This option is useful when simulating melting objects – textures assigned to the Volumetric Shader (for Fire/Smoke simulations) or the material (for Liquid simulations) will be carried by the simulation.
  2. When inheriting of UVs is disabled on the Source - depending on the position of the emitting object in the Simulator's bounding box. If Grid rollout → Adaptive Grid is enabled, the Texture UVW coordinates in expanded voxels beyond the initial grid will be greater than one if the grid is expanding in a positive direction (+X, +Y, +Z), and less than zero otherwise. This means that textures assigned to simulations using the Adaptive Grid feature will be automatically tiled/repeated as many times as the final size of the Simulator is larger than its initial size.