PhoenixFD插件流體模擬——UI布局【Output】詳解


Liquid Output

流體輸出

 本文主要講解Output折疊欄中的內容。原文地址: https://docs.chaosgroup.com/display/PHX3MAX/Liquid+Output

主要內容 

綜述


The Output rollout holds the controls for the cache file export. 此折疊欄控制緩存文件中的數據。

UI Path: ||Select Liquid Simulator | LiquidSim object|| > Modify panel > Output rollout

 

參數


通用參數


 

Simulation Cache Save Path | simoutput – This is the directory and the name template for the output cache files. 這是輸出緩存文件的目錄和名稱模板。

It uses the $(scene_path) macro by default, and there are also other available macros as listed below. 默認使用場景路徑宏常量,下面也給出了其他一個常量。

To set up rendering and simulation cache paths manually, see How to change the default Phoenix paths on the Tips and Tricks page.手動設置緩存目錄,可以參考這篇文章。

 
 》Additional $(VARIABLE) information

$(scene_path) – $(dir)\$(scene)_Phoenix_frames\$(nodename)_####.aur
$(scene_dir) – $(dir)\$(scene)_Phoenix2_frames\ND$(handle)_$(nodename)_####.aur
$(implicit) – Same as $(scene_dir)
$(dir) – The scene directory.
$(scene) – The scene file name.
$(handle) – A unique number of the node.
$(nodename) – The name of the node.
$env(<variable_name>) – An environment variable. See Using Environment Variables below.

#### is the frame number formatted with at least as many digits as the hash signs.####是至少與散列符號一樣多的數字格式化的幀號。

If the frame digits are less than the hashes, the number is padded with zeroes to the left.如果幀的數字小於散列,則在左邊用零填充該數字。

For example:

  Result
Frame Number # ## ####
1 1 01 0001
10 10 10 0010
1000 1000 1000 1000

 

!Since version 3.00.02, Phoenix FD can export VDB grid data.版本3.00.02,Phoenix FD可以導出VDB網格數據。

Check the How to export Phoenix FD simulation to OpenVDB format video.

Appending a .vdb extension after the Output Path tells Phoenix to write its data in the OpenVDB format.在輸出路徑之后附加一個.vdb擴展名,告訴Phoenix以OpenVDB格式編寫數據。

Particle data can also be exported using the .aur or the .vdb format.

Phoenix can convert particles from already simulated Phoenix FD .aur caches into the .prt format as a post-process using the PhoenixFD Export PRT Particles dialog or to .vdb format using the Cache Converter tool.

Phoenix可以使用PhoenixFD導出PRT particle對話框將已經模擬的PhoenixFD .aur緩存中的particle轉換為. PRT格式,作為后處理,或者使用Cache Converter工具將其轉換為.vdb格式。

 

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

 Browse - Opens a dialog for choosing one of several cache file types.打開對話框,選擇幾種緩存文件類型之一。

Phoenix FD can import *.f3d and *.vdb files from other fluid simulator software products.Phoenix FD可以導入*.f3d和*.vdb等來自其他流體模擬軟件產品的文件。

Supported file types are Phoenix FD *.aur, Field3D *.f3d and OpenVDB *.vdb. 支持的文件類型。

See How to import and render simulations from FumeFX, Houdini and Maya for more information.  

Delete Cache Files - Clears the cache files matching the provided Simulation Save Path pattern.清除與提供的模擬保存路徑模式匹配的緩存文件。

Reset to Default - Resets the Simulation Save Path to the default value of $(scene_path).重置為默認路徑。

Show File Name - Evaluates the full disk path provided to the Simulation Cache Save Path parameter.計算提供給模擬緩存保存路徑參數的完整磁盤路徑。

Help - Opens the Help page for the Output tab of the Phoenix FD Liquid Simulator.

 

Storage quality | storage_quality – The output grid and particle channels are compressed by default in order to increase the performance (faster cache loading) and to avoid excessive memory consumption.

默認情況下,輸出網格和粒子通道被壓縮,以提高性能(更快的緩存加載速度)並避免過多的內存消耗。

 

This parameter can range from 8 to 20 - 8 is the smallest size, while 20 is the best quality and is uncompressed.這個參數的范圍可以從8到20 - 8是最小的尺寸,而20是最好的質量和未壓縮。

If this value is set too low, different artifacts may start appearing depending on the type of scene.如果這個值設置得太低,不同的認為痕跡可能會根據場景的類型開始出現。

For grid channels, artifacts shaped like horizontal slices may appear in preview and rendering.對於網格通道,類似水平切片的構件可能出現在預覽和呈現中。

For particle systems such as Liquid or Foam, the artifacts would look like ordered lines of particles, as in the following comparison (click to zoom in):

對於粒子系統,如液體或泡沫,偽影看起來像粒子的有序線,如原文圖所示。

Backup interval | backup – The frame interval between backups of the full simulation state.備份之間的幀間隔的完整模擬狀態。

A stopped simulation can be restarted from such frames (see the Restore option in the Simulation rollout).停止的模擬可以從這樣的幀重新啟動(請參閱模擬展開中的還原選項)。

To make restoring possible from every frame, set this value to 1. A value of 0 means no backup frames will be exported. 要使從每個幀恢復成為可能,請將此值設置為1。值為0表示不導出備份幀。

Compress particles | prtcompress – Enables compression of particle systems, which optimizes system performance when the simulation involves a high particle count (50M or more).

啟用粒子系統壓縮,當模擬涉及高粒子數(50M或更多)時,可優化系統性能。

 

In such cases, the cache files can reach up to 1GB each unless the particle system is compressed.在這種情況下,除非對粒子系統進行壓縮,否則緩存文件最多可以達到1GB。

粒子輸出


!The particle export parameters share a user interface to keep the user interface compact.粒子導出參數共享一個用戶界面,以保持用戶界面緊湊。

Each particle system can be selected individually from the drop-down list, and the output settings can be selected for that particle system.可以從下拉列表中單獨選擇每個粒子系統,並且可以為該粒子系統選擇輸出設置。

When a particle system is selected again, the same settings are retained.當再次選擇粒子系統時,保留相同的設置。

Velocity – The particle velocity channel will be exported.粒子速度通道將被導出。

Use this option when you need motion blur for the particle systems such as Foam, Splash, etc.當您需要為顆粒系統(如泡沫、飛濺等)添加運動模糊時,請使用此選項。

ID – The ID channel will be exported.

This channel is used during rendering to identify each particle.這個通道在渲染過程中用於識別每個粒子。

Use it when render time size variation is needed, or when frame blending will be involved (animated frame index or non-integer play speed).

當渲染時間大小需要變化時,或者當涉及到幀混合時(動畫幀索引或非整數播放速度),使用它。

Age – The particle age channel will be exported.

This channel is appropriate only for particles with animated particle ages such as those included in the Phoenix Particle TexturePHXSource helper, and PHXFoam shader

此通道僅適用於具有動畫粒子年齡的粒子,例如Phoenix粒子紋理、PHXSource helper和PHXFoam着色器中包含的粒子。

In this case, the parameter will be animated not using the absolute global time, but the particles' age.在本例中,參數將不使用絕對全局時間,而是使用粒子的年齡進行動畫。

RGB – The particle RGB channel will be exported. 

You can use this for simulations where you are mixing different particle colors or you shade the particles by the particle RGB channel through a PhoenixFDParticleTex.

你可以用它來模擬你混合不同的粒子顏色或者你通過一個鳳凰粒子的RGB通道給粒子着色。

Also, enable this if you want to be able to preview the RGB channel as a particle color in the Viewport.此外,如果您希望能夠在Viewport中以粒子顏色預覽RGB通道,請啟用此選項。

Size – You would need this channel to be exported if you would like to use the simulated particle sizes when rendering.如果您希望在呈現時使用模擬的顆粒大小,則需要導出此通道。

Note that the WetMap particle system does not export the Age channel and its Size channel decreases with time.注意浸潤顆粒系統不輸出年齡通道,其尺寸通道隨時間減小。

Viscosity - The particle Viscosity channel will be exported.

Enable this if your Resimulation requires the calculation of viscosity.如果重新模擬需要計算粘度,則啟用此選項。

 

!All the info from this section is kept in text form in a single text parameter, which is accessible through MAXScript under the name prt_expmask本節中的所有信息都以文本形式保存在一個文本參數中,該參數可以通過名為prt_expmask的MAXScript訪問。

網格通道


!This section determines which channels are exported to cache files in the form of a voxel grid.本節確定哪些通道以體素網格的形式導出到緩存文件。

Currently, only the liquid particles can be automatically converted to a grid during export, while all the other systems (e.g. Foam, Splash, etc.) are exported only as particles.

目前,只有液體顆粒可以在導出過程中自動轉換成網格,而其他系統(如泡沫、飛濺等)只能作為顆粒導出。

 

Liquid | keep_t – Export the liquid amount. This is needed so that you can mesh the liquid channel.這是必要的,以便您可以網格液體通道。

RGB | keep_rgb – Export the RGB color. You can use this for simulations where you are mixing different liquid colors or materials through a Phoenix FD Grid Texture.

你可以用它來模擬你混合不同的液體顏色或材料通過Phoenix FD網格紋理。

Velocity | keep _vxyz – Export the velocity. This is needed for motion blur of the liquid mesh.這是需要的運動模糊的液體網格。

Viscosity | keep_visc - Export the Viscosity channel. Required for variable Viscosity simulations.適用於變粘度模擬

You may also choose to enable this if, for instance, your setup requires that you use the Viscosity channel as a mask through a Phoenix FD Grid Texture.

例如,如果您的設置需要使用粘度通道作為通過Phoenix FD網格紋理的掩模,您也可以選擇啟用此功能。

Special | zmr – Export internal or special channels into the Special channel (alias to the Smoke channel) so they can be visualized using one of the volumetric shaders of the FireSmoke Simulator (with Mode set to VolumetricVolumetric Geometry, or Volumetric Heat Haze).將內部通道或特殊通道導出到特殊通道(煙通道的別名),以便可以使用FireSmoke模擬器的一個體積着色器(將模式設置為體積、體積幾何或體積熱霾)來顯示它們。

Such channels can also be read by the Grid Texture and used for rendering.這樣的通道也可以被網格紋理讀取並用於渲染。

Solid Voxels – Exports the solid voxels as smoke. Voxels covered by many obstacles contain more smoke.將固體體素導出為煙霧。被許多障礙物覆蓋的體素含有更多的煙霧。
Divergence Symm – Exports the negative divergence of each voxel. 導出每個體素的負散度。
Divergence Smooth  – Exports the blurred negative divergence of each voxel. 導出每個體素的模糊負散度。
Vorticity – Exports the length of the curl of each voxel. Can be used for whitewater shading. 導出每個體素旋度的長度。可用於白水遮陽。
Vorticity Smooth  – Exports the blurred length of the curl of each voxel. Can be used for whitewater shading. 導出每個體素旋度的模糊長度。可用於白水遮陽。
Velocity Gradient –  Exports the length of the gradient of the velocity field. 導出速度場梯度的長度。
Injector  – Exports the pressure term created by sources in Inject mode or formed during the simulation.導出在注入模式下或模擬過程中形成的源產生的壓力項。
Liquid Surface – Exports the surface created by the simulation.導出模擬生成的曲面。
Solid Geom Type – Exports the internal geometry type in each voxel.導出每個體素中的內部幾何類型。
Hydrostatic Pressure – Exports the pressure of the liquid at each voxel due to the effect of gravity.由於重力的作用,輸出液體在每個體素處的壓力。
Voxelization Issues – Exports voxels where the solver would produce wrong results during simulation.導出在模擬過程中求解器會產生錯誤結果的體素。

Such voxels are near overlapping triangles, inverted normals, open edges or other geometry issues.這樣的體素是接近重疊三角形,倒置法線,開放邊緣或其他幾何問題。

 

Using Environment Variables with Phoenix Paths 使用Phoenix路徑的環境變量


There are path environment variables in every OS, and they can be used with Phoenix FD cache file paths.每個操作系統中都有路徑環境變量,它們可以與Phoenix FD緩存文件路徑一起使用。

For example, to access environment variables in Windows 10 and Windows 8, follow these steps:例如,要訪問Windows 10和Windows 8中的環境變量,請遵循以下步驟:

In Search, search for and then select: System (Control Panel).

Click the Advanced system settings link.

Click the Environment Variables... button.

In the System variables section, using Edit System Variable (or New System Variable) window, specify the value of the PATH environment variable.

Using this, you can create a path (variable), give it a name, and use it for cache files in Phoenix FD.

For example, the path D:\PhoenixFD\Cache can be given the environment variable name "Cache". In the Phoenix Simulator Output rollout, you can specify the Output Path as the following:

$env(Cache)\cache_name###.aur

This will save the Phoenix cache files in D:\PhoenixFD\Cache.

Note that in order to reference environment variables, the following pattern must be used:

$env(<variable_name>)


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