Versions Compared

Key

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

HideElements
cssselector#tocVertical, #tocHorizontal

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

...

In this page we will go over everything you need to know about texture mapping in Phoenix.

 


3ds Max texture mapping specifics

...

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

...