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A channel is a fluid property, for example velocity. The fluid's velocity channels is available as a series of vertex maps and can be used to visualize differences in the property's values. This way it is possible to achieve realistic shading effects. Please go to → "Mesh Channel Vertex Maps" to learn how to use channels with materials and shaders. For a workflow description how to use weight maps please visit → "Mesh Weight Vertex Maps".

 

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Speed represents and visualizes the different zones of velocities in the fluid.

  • The channel's values can be previewed by clicking on the mesh's "Speed" vertex map.
  • The channel's look can be adjusted with "Min", "Max", and "Auto", or through a gradient (expand "Speed").
  • Please see here for a → workflow description.
Vorticity

Vorticity is used to show the fluid's swirls and vortices.

  • In order to use this channel it has to be activated under → Fluid > Fluid > Compute Vorticity before the simulation!
  • The channel's values can be previewed by clicking on the mesh's "Vorticity" vertex map.
  • The channel's look can be adjusted with "Min", "Max", and "Auto", or through a gradient (expand "Vorticity").
  • Please see here for a → workflow description.
Age

This channel shows the particles' age distirbutiondistribution.

  • If all particles share the same age the fluid will have a uniform colour.
  • The channel's values can be previewed by clicking on the mesh's "Age" vertex map.
  • The channel's look can be adjusted with "Min", "Max", and "Auto", or through a gradient (expand "Age").
  • Please see here for a → workflow description.
Weights

If the mesh contains multiple fluids or emitters you will see weight vertex maps. These maps can be used for blending and mixing effects of differently coloured fluids.

  • From the dropdown menu you can choose whether the maps should be created from fluids or emitters.
  • The channel's values can be previewed by clicking on the mesh's "Weight" vertex maps.
  • For fluids, all containers have to be linked to one single mesh in order to make the maps work. Please see here for a → workflow description.

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