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BOSS EXR Influence attributes

BOSS EXR Influences allow you to use EXR files to "paint" influences such as ripple generators and colliders for a water surface controlled by a BOSS solver. For example, you can use an animated texture to make raindrops.

For best results, follow these guidelines when creating EXR files:
  • The image will be stretched to fit the simulated region in the scene's world X and Z axes, so the image aspect ratio should match the aspect ratio of the base mesh (for wave solvers) and the patch size (for spectral solvers).
  • Use the R channel to define a mask for wave generation, where 1.0 represents the interior of the generator and 0.0 represents the background. Keep the outlines fairly crisp.
  • Use the G channel to define a mask for wave collision in the same way.

To apply an influence to a solver, see Add and edit BOSS influences.

EXR File Attributes

EXR Filename
The path and file name of the EXR files.

You can use the tokens <project>, <scene>, <object>, <influence>, <frame>, and <f> for specifying folders and file names. You can also specify tokens using the csh style, for example, $frame.

Time
The time at which to evaluate to sample the mesh. Normally this is connected directly to the scene time.

Global Attributes

Time
The frame to read, if using an animated mesh with <frame> or <f> specified in the EXR Filename. Normally this is connected directly to the scene time.
Time Offset
An offset for the frame number to read, in case the frames of the scene and EXR sequences are not aligned.

Generator Attributes

Generator
Generates ripples around the influence.
Amplitude
A multiplier for the height of ripples generated.
Generator Expand
Amount to expand the region that generates ripples, in pixels based on the resolution of the solver.
Generator Smooth
The radius used to smooth the generator's outline after expanding, in pixels based on the resolution of the solver.
Generator Offset X, Generator Offset Z
Offsets the region that generates ripples along the world axes, in pixels based on the resolution of the solver.

Collider Attributes

Collider
Reflects waves that collide with the influence.
Collider Shrink
Amount to shrink the region that reflects waves, in pixels based on the resolution of the solver.
Collider Smooth
The radius used to smooth the collider's outline after shrinking, in pixels based on the resolution of the solver.
Collider Offset X, Collider Offset Z
Offsets the region that reflects waves along the world axes, in pixels based on the resolution of the solver.

Diagnostics

Debug
Sets the verbosity of messages printed in the Output Window.
  • 0 = No messages.
  • 1 = Error messages only.
  • 2 = Error and warning messages.
  • 3 = Error, warning, and information messages.

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