Particle Fluid (Old)

| General | Illumination | Transparency | Reflection | Static Blur | Additional

Shader Type: Particle (material)

Output: Color (RGB) value

When applied to a particle cloud, this shader renders particles so that they take on the shape and dynamics of fluid. Similar to the Blob shader, you can attach transparency and reflectivity values to fluid particles as well as set their illumination method. This shader also includes a number of parameters that let you simulate foam.

The Fluid shader is designed for rendering particles created with the Fluid simulator, but you can use it for “regular” particles too. If this is the case, a message appears stating that physical data is not found (it’s looking for fluid-specific information), but it will still render the particles as best it can with the data it has.

General

File Parameters

Get File Name from User Data

Makes the shader to apply its attributes to the default particle sequence, which is retrieved automatically from user data.

Surface

Blend

Specifies the frequency at which individual particles merge with others. A value of 0 means that a particle will never merge with its neighbor.

Density Correction

Adds a correction based on the particle density. If this value is 0, no correction is added; otherwise, the radius is automatically reduced for particles with low density values. For each particle, its density is strictly related to the number of surrounding particles, so this correction reduces the influence of particles alone (or with few neighbors). The maximum value is 1.

Voxel Size

Dimension of voxels used for surface generation. Lower values result in a better surface resolution but take longer to render. Generally, this value is related to particle radius: if Blend is 1, voxel size should be a smaller particle radius (such as 4) to have a good surface representation. For higher Blend values, increase the voxel size with respect to the particle radius. If a particle seems to partially or totally disappear in one frame and reappear the next frame, or artifacts appear, the reason could be due to an excessively high voxel size value.

Max Voxels

Maximum number of voxels used for surface generation. The total number of generated voxels depends on the particle’s bounding box and the Voxel Size. If the voxel size exceeds the maximum allowed value, it is internally reduced to match these limitations.

Anisotropy

Modifies the global effect of particle shape deformation. A particle’s shape is deformed by dynamics: acceleration produces particle lengthening along the velocity direction, while obstacle collisions cause particle shortening along the obstacle normal at the collision point. The deformation amount is computed for each particle during simulation, and this parameter lets you modify the global effect of the deformation. A value of 0 eliminates all deformations (all particles remain spherical); values between 0 and 1 reduce the default deformation; and values greater than 1 increase it.

Caching only current frame

Caches all geometric information in a file after the fluid surface has been computed. This allows a faster render session, from the second time on, if you have not modified the surface. Any time the simulation is recomputed or you modify a shader parameter (except for attenuation parameters), the surface must be recomputed and caching is not used. In all other situations, caching is automatically performed. The generated cached files have the same name and path of the used PTP files but with a PTM extension.

• If this option is on, the same file is used for each frame (with the name PtpFileName.0.ptm) overwriting previous data. Since caching files can be quite large, this is recommended for disk-space saving.

• If this option is off, surface geometric information for different frames are saved on different files.

Check obstacle containment

Automatically detects fluid containment for all closed objects using this shader (which requires no parameters). In such a case, the fluid contained inside the closed object is clipped along its surface.

Shape Irregularity

Value

Specifies the degree of variability to the shape of generated fluid particles. A value of 0 generates a perfect sphere.

Scale

Specifies the magnitude of difference between the shape of rendered particles.

Balance

Irregularity usually needs to be higher for surface particle and lower for inner particles. By default (Balance is 1), irregularity intensity decreases linearly from the given value on the surface to 0 on internal particles. If you set Balance to less than 1, the irregularity contribution of inner particles is increased, and vice-versa for a Balance value greater than 1.

Illumination

Shading Model

Specifies the method used to calculate the illumination of the fluid particles.

Diffuse from Particle File

Takes diffuse color from the PTP file. When this option is off, a set of controls appear that prompt you to set your own diffuse values.

Ambient from Particle File

Takes ambient color from the PTP file. When this option is off, a set of controls appear that prompt you to set your own ambient values.

Ambient coefficient

The coefficient used to scale the ambient color read from the PTP file.

Specular

Defines color values for the specular highlight on hyperflow particles that use a Phong or Blinn shading model.

Specular Decay

Controls the size of the specular highlights on Phong and Blinn-shaded models. Values range from 0 to 300; the default is 50.

Transparency

Transparency

Specifies the degree of opacity in each particle.

Index of Refraction

Controls the bending of light through transparent particles. Defines the index of refraction through transparent materials. (A value of 1.33 simulates the refractive quality of glass, whereas the default value of 1 allows light rays to pass through a transparent material without any distortion.)

Reflection

Reflectivity

Specifies the degree of reflectivity in each particle.

Static Blur

Enabled

Specifies the degree of opacity around the edges of each particle. Static blur makes the particles appear fuzzy or out of focus.

Additional

Attenuation

Amount

Defines the amount of foam as it attenuates from the edge of the fluid particles.

Noise intensity

Defines the frothiness of foam as it attenuates from the edge of the fluid particles.

Noise scale

Defines the degree of variation of foam froth as it attenuates from the edge of the fluid particles.

Foam

Amount

Defines the amount of foam generated by fluid particles.

Noise intensity

Defines the frothiness of foam generated by fluid particles.

Noise scale

Defines the degree of variation of foam froth generated by fluid particles.

Color

Sets the color of the foam using RGB, HLS, or HSV values.



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