Preferences

//UP Preferences
UP Preferences 2017-07-22T09:15:21+00:00

When you start UP, the plugin will automatically create a default fluid mesh output folder within your current content/objects folder. This sub-folder is named UP_fluid_meshes.  When you save your UP simulation scene for the first time, UP will create a sub-folder within the UP_fluid_meshes  folder that has the same name as your LW scene. When you Bake a simulation, the fluid mesh objects that are generated will be saved there. So the default fluid mesh output folder path would look like this

your_content_directory/objects/UP_fluid_meshes/your_scene_name/

You can use the Fluid output folder  button to override this default setting and select a fluid mesh output folder of your choice. The  fluid mesh output folder path is saved in your LW scene file.

The default base name for the fluid meshes generated when Baking a simulation is UP_liquidMesh.   The base name is the part of the file name before the sequence number. So, by default, your output meshes saved to disk will be named UP_liquidMesh_0001.lwoUP_liquidMesh_0002.lwoUP_liquidMesh_0003.lwo  …..

You can override this default setting here by typing in the base name of your choice.

When you Bake a simulation, the fluid meshes are saved in the output folder specified in the Preferences->Fluid output folder setting.  When you  hit the Simulation->Run button and the Warn on overwrite option is checked,  a warning popup will give you 3 options to choose from before continuing to run the simulation.:

  • Overwrite files will write over any existing fluid mesh objects with the same name.
  • Delete files will delete the current contents of the output folder
  • Pause will do nothing in case you’re not sure what you want to do

If the Warn on overwrite option is off, then any file in the output folder will be overwritten.

Your Content Goes Here

Use this option to interactively re-mesh each Baked fluid mesh as it’s generated using Instant Meshes. This can be useful for reducing the size of the output mesh and for smoothing out meshes with unwanted detail. Instant Meshes is very fast but is not “instant”  and there will be a performance hit as the simulation progresses and more fluid geometry is created.

Use this option when re-meshing each fluid mesh using Instant Meshes.

  • Dominate quads generates a new mesh that is mostly quads but includes some triangles.
  • Triangles only generates a mesh made with triangles only.
  • Quads only generates a mesh made with quads only.

During rendering and simulation playback, a LightWave Object Replacement plugin must be activated in order to manage the sequence of fluid meshes that were generated when a simulation is Baked.  As a workflow enhancement, when Auto sequence playback is checked, UP will transparently create and activate the Object Replacement plugin for you.

When Child inheritance is checked,  child items will  have their parent’s properties passed on to them when the parent is selected in the UP selection box.

.Max particle count is designed to help prevent you from exceeding your graphics cards’ capabilities which can cause the simulation to crash. If your simulation attempts to generate more particles than Max particle count, a warning popup will appear and your simulation will not run. You should adjust this setting to reflect the amount of memory available on your graphics card.