• PhoenixFD插件流体模拟——UI布局【Resimulation】详解


    Liquid Resimulation

    流体再(重)渲染

    本文主要讲解Resimulation折叠栏中的内容

    主要内容

    综述


    Liquid Resimulation uses an already simulated cache sequence and allows you to add, delete or modify the Splash, Mist, Foam or Wetmap particle systems.

    Liquid Resimulation使用一个已经仿真好的缓存序列,让你可以添加、删除和修改泼溅、薄雾、泡沫和wetmap粒子系统。

    It will preserve the Liquid and the particle systems you are happy with.它可以保存你喜欢的液体和粒子系统。

    The particle resimulation will affect only the particle systems which are checked in this rollout. 粒子重新模拟将只影响在此折叠栏中检查的粒子系统。

    If a particle system is not checked, it will remain unchanged.如果某个粒子系统未选中,则其保持不变。

    The Liquid always remains unchanged. 流体保持不变。

    While the Fire/Smoke Resimulation creates new cache files during the simulation process, the Liquid Resimulation overwrites the existing cache files.

    Fire/Smoke Resimulation在仿真中产生的新数据将覆盖已有的缓存。

    Using Resimulation to just modify a particle system is practical only in case you have a large number of secondary particles such as Foam, Splash, etc in relation to the number of Liquid particles. 当相对于液体粒子数量有大量的二次粒子,如泡沫,飞溅等,仅仅使用再模拟是非常实用的。

    If you have mostly Liquid particles and very few other particles, it will be faster to just simulate again.而当流体粒子很多时,再次渲染就会快很多。

    !The Affect Liquid parameter on the Splash and Mist rollout will be ignored when resimulating Splash, because the liquid is already simulated and cannot be changed without a full simulation.

    在Splash和Mist折叠栏中,影响流体参数将会被自动忽略,因为流体粒子通道在再仿真时是不变的。

    !You can resimulate over the resimulated caches and so on - it's not necessarily just 2 passes at most. 你可以一直再渲染,但是推荐最多不超过两次。

     

    1 Workflow for modifying an existing particle system 修改一个已存在粒子系统的步骤

    1.1 Select Resimulation → Enable Particle Resimulation and select the respective particle system below (ie. Splash and Mist, Foam or Wetting).

    1.2 Modify the particle system's settings - e.g. for Foam, go to the Foam roll-out and tweak the parameters there.

    1.3 Hit Start to run the simulation again - repeat this process until you are happy with the result.

     2 Workflow for adding a particle system that did not exist prior to resimulating 添加一个新的粒子系统的步骤

    2.1 Select Resimulation → Enable Particle Resimulation and select the respective particle system below (ie. Splash and Mist, Foam or Wetting).

    2.2 Make sure the particle system's simulation is Enabled, e.g. for Foam open the Foam roll-out → select the Enable option.

    2.3 Hit Start to run the simulation again - the particle system will be added to the cache sequence.

     3 Working for deleting an existing particle system 删除一个粒子系统的步骤

    3.1 Select Resimulation → Enable Particle Resimulation and select the respective particle system below (ie. Splash and Mist, Foam or Wetting).

    3.2 Make sure the particle system's simulation is Disabled, e.g. for Foam open the Foam roll-out → deselect the Enable option.

    3.3 Hit Start to run the simulation again - the particle system will be removed from the cache sequence.

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

    参数


    Enable Particle Resimulation | resim_resimulate_particles – Enables the resimulation.

    Splash and mist | resim _splash – Specifies that the splash and mist will be recalculated.

    The Affect Liquid parameter on the Splash and Mist roll-out will be ignored when resimulating Splash, because the liquid is already simulated and cannot be changed without a full simulation.

    Foam | resim _foam – Specifies that the foam will be recalculated.

    Wetting | resim _wet – Specifies that a WetMap will be recalculated.

    The Sticky Effect setting for Wetting in the Liquid rollout will be ignored when resimulating wetting. This is because the liquid is already simulated and cannot be changed without a full simulation.

    ? – Opens up the help documents for the Liquid Resimulation process.

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  • 原文地址:https://www.cnblogs.com/wildbloom/p/10597221.html
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