I read that “The Phoenix FD Mapper in the scene uses an Output map in order to set the Viscosity in the container to a value of 1. A Gradient Ramp texture is used as a mask for the Mapper to limit the effect to only the bottom part of the simulator.”
1. How does exactly Outmap map sets it to one? What if I need 0.8 or 2
2. Basically the bottom part of liquid hardens because of gradient texture? Can we have liquid harden overtime. Set a time 10 seconds where the oldest liquid discharge will become solid without gradient maps? What if i have liquid splash on something on the top part and need it to solidify overtime ?
3. Can this cooling effect be applied in octane (textures)? Not sure how to even make my old liquid turn to rock and cool
I just edited the docs to hopefully make it clearer:
1> You can adjust the Output Amount of the Output map to the viscosity value you need.
2> Now you have a texture of 1.0’s as a map for the Mapper, and the Mapper’s Time is 2.0 - this means that the viscosity of each new born particle will reach 1, 2 seconds after the particle is born. Since particles are born all along, each of them will harden in 2 seconds, and the older ones will be more viscous, while the younger ones will be thinner. Adding the Gradient ramp as a mask to the mapper limits this effect only to the lower part of the simulator, so that the viscosity of particles in the rest of the simulator will not be affected by the mapper - their viscosity will be just as it was in the source originally (note that the source has a map that makes some particles be emitted with a higher viscosity and some with lower viscosity). So it seems like you need to remove the gradient ramp from the Mapper so it’s not masked anymore and it makes the liquid harden over time everywhere in the simulator, and also to set the Mapper’s Time Constant to 10.
3> I think Octane won’t affect this, since it’s happening during simulation time.
Thank you!
As far as octane I just cannot make textures change from hot lava to cold stone. I guess phoenix texture map must be supported by the octane? I guess that’s the only way
And one more question how do you bake noise into lava where dark patches flow with liquid? It seems that noise is independent from liquid movement. Thank you
Ah, I see… in this case we are missing the ability to advect UVWs with the simulation, so that general-purpose noise maps can flow together with the simulation. This is in the TODO list, but we might not get there soon, so the grid texture is the only way to do it right now…