This section controls the conversion of the grid content into geometry. If Render Mode is set to Mesh, Ocean Mesh, Cap Mesh or Isosurface, the Surface channel needs to be set and an appropriate Isosurface Level must be chosen from this section. The controls in this section also denote the surface used in Gradient and Surface-driven displacement. This way it can affect all render modes, not just the surface modes. The technique for generating the surface is based on the isosurface concept. The resulting surfaces are mostly used to render liquids, but can be used for smoke and fire as well to create effects like underwater bubbles, freezing fire, etc. Surface Channel – Specifies the channel that defines the surface of the fluid. It is used for solid rendering and displacement. Texture - the values of a custom texture will define the liquid surface. Liquid/Temperature - the Liquid/Temperature channel will define the liquid surface. Temperature is typically in the range 0-1 for Liquid simulations and 600-2000 for Fire / Smoke simulations. Smoke - the Smoke channel will define the liquid surface. Smoke is typically in the range of 0-1 for Fire / Smoke simulations. Speed - the Speed channel will define the liquid surface. Speed channel output has to be enabled for this to work. Speed is calculated as the length of the velocity vector for each voxel. Fuel - the Fuel channel will define the liquid surface. Fuel channel output has to be enabled for this to work. Surface Texture – If the Surface Channel is set to Texture, this slot specifies the texture. In Mesh, Ocean Mesh, Cap Mesh and Isosurface render modes, the selected map will completely replace the cache files that have been loaded, if any. Isosurface Level – Allows you to specify a threshold value for the generation of the geometry surface. Grid cells below this value are ignored. By default, the Isosurface Level is set to 0.5 and should only be modified if there is flickering in the generated geometry. Isosurface Level is used only in Isosurface, Mesh, Ocean Mesh and Cap Mesh Modes. Invert Volume – By default the values above the surface level are considered internal. When enabled, this option swaps the inside and outside. The proper value for the Isosurface level parameter depends on the numerical range of the surface channel. For example, Phoenix FD liquids are kept in the range of 0 to 1. A value of 0 means there is no liquid in a certain voxel, and a value of 1 means the cell is 100% full of liquid. Values in between indicate a certain mixture of air and liquid. For such cache files, an Isosurface level value of 0.5 is best for visualizing the surface between the air and liquid. Imported caches from Houdini, on the other hand, use positive and negative values to indicate whether a voxel is inside or outside the liquid volume, so a correct "halfway" Isosurface level value would be 0.0. For Phoenix FD Smoke, the proper value is about 0.01, and for Phoenix FD temperature, which is in Kelvins, the value is several hundred. |
Use Render Cutter – When enabled, rendering will occur only inside the selected geometric object's volume. If Fire Lights are enabled, only those inside the cutter will be rendered. Note that this will not work when the Render Mode is set to Volumetric Geometry.
Cutter Geometry – Specifies a polygon geometry that clips the rendering only to inside its volume. Invert Cutter – When enabled, rendering occurs only outside of the render cutter. This is not the same as a cutter with inverted geometry because any rays that do not intersect the cutter are shaded as well. If using a Render Cutter for a liquid pouring into a glass or otherwise contained into another refractive object, you may need to set the Render Mode to Isosurface. By default, the mode is set to Mesh which may produce artifacts in the rendered image. |
|