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ae流体插件 Turbulence 2D 用户手册-中英文对照版

ae流体插件 Turbulence 2D 用户手册-中英文对照版
ae流体插件 Turbulence 2D 用户手册-中英文对照版

快速入门

?建立一个新的合成

?建立一个充满合成的固态层 create a

solid that covers the composition

?从菜单 jawset > Turbulence2D 对固态层添加特效

?创建另一个层做为输入方,例如一个黑底白字层

?在Source control栏里选择这个层作为燃料层(fuel layer)

?点击顶部控制栏里的“update"按钮

?弹出演示窗口并开始模拟计算

?等待计算完成,直按关闭演示窗口或者按escape键中断计算?现在模拟出来的流体已经可以在ae中正常常渲染了,就像其它素材一样

?你可以在不重新模拟的情况下改变渲染参数

?对Source control、模拟参数或者输入层的修改必需重新模拟才对反应到流体的最终效果里

?要模拟完全解析, 将解析缩放参数 resolution scale parameter 调成 1.0

可以参考示例目录里的工程文件 <你的AE目录>/Support-Files/Plug-

ins/jawset/examples

介绍

在电脑图形图像中,图像总是从最简单的几何形体开始创建,以使它们在每个细节上都可以得到很好的控制。

( images are created with simple geometric primitives that can easily be controlled in every tiny aspect)。

为了得到有趣的结果,我们把很多简单的几何体实例组合在一起,并且给它们添很多修改器,于是完美、绚丽的图像就这样产生了。

In order to obtain interesting results, we combine many instances of such simple geometry and apply many modifiers on them. Perfect and shiny images are created like this.

当然,使用简单的几何体和简单的修改器通常最后会让人抓狂。为了使最后的结果与本质上的简单看起来截然不同,我们会费尽心思地使场景越来越复杂,

最终所受到的限制其实是艺术家的时间的耐心,尤其是当我们要得到更多的细节时,也就意味着更冗长更乏味的工作。

However, using simple geometry and simple modifiers always bears a certain predictability that ultimately is boring. In order to hide the underlying simplicity, we go through a lot of trouble to make scenes more and more complex. The limit to this race is the artist’s time and patience. especially because obtaining much detail usually is very tedious work.

这听起来应该是计算机做的事。因此,仿真模拟开始进入图像领域。计算机可以通过物理模拟来自动创建复杂的自然现像,它消耗cpu的时间,而不是艺术家的时间。

Much tedious work sounds like a job for a computer. Hence, simulation comes into the picture. Physical simulation allows to create complex natural phenomena automatically, investing cPu time instead of artist time.

通过输入很少的参数来模似逼真的流体效果可以说是计算机图形领域最复杂的工程。你在控制端做出的任何一点小小的改动,都会让仿直模拟中的每一个点发生相应的变化,最后得到的有机、动态的图像能让你的工作提升到一个新的高度。它产生的结果是如此的复杂,以致于当你反复观看它时,每一次都会发现一些新的细节。

Fluid simulation in particular produces some of the most complex results in computer graphics with very little manual input. by passing some of the control you have over every pixel to the simulation, you get very organic shapes and motions that add a new depth to your work. Some of the results are so complex, you can watch them over and over again and discover a new detail every time.

Turbulence.2D将流体仿真当成一个艺术品放在了你的工具架上,它提供了多

种途径让你的作品浸润它有机、复杂的特征。

Turbulence.2D puts a state-of-the-art fluid simulator into your toolbox that provides many ways of using the it’s organic complexity in your work.

Turbulence.2D for After effects user Manual

关于流体动力学

Predictability: Does the Flap of a Butterfly’s

Wings in Brazil set off a Tornado in Texas?

巴西的一只蝴蝶拍动一下翅膀会导致德克萨斯的一场龙卷风吗?

(Edward Lorenz, 1972)

In a fluid simulation, every pixel potentially affects every other pixel. every frame affects the next frame and therefore every frame that follows. This means maximum complexity and seemingly chaotic behavior. but we’re still in control.

在一个流体仿真中,每一个点都有可能影响其它的点,每一帧都影响着它后面所有的帧。这意味着最大的复杂性和最混乱的外在表现。但它仍然在我们的控制当中。

A fluid basically is a set of thousands or millions of small particles that affect each other in a certain “fluid-like” way. This makes fluid simulation different from particle systems, where particles usually don’t affect each other. In a fluid, a few particles at one end of the domain can cause a wave that propagates all the way to the other end without those few particles actually moving there. They just push at their neighbors, they push at theirs and so on.

一个流体基本上就是一个由以百万计的粒子组成的一个体系,在这个体系中,所有的粒子都以一种流动物质的特征相互影响。这让流体的仿真与粒子系统不同:粒子系统通常不会互相影响。在一个流体中,整个区域某一端的一些粒子造成的一个波动可以以各种方式传播到区域的另一端,尽管在另一端没有这些粒子在运动。它们只是在不断的推动着自已的邻居。

Handling The Simulation

处理仿真

In order to create a fluid simulation, apply the effect, add input layers like density, fuel, color and temperature (see the Parameter Overview for details) and press the “restart” button the the effect’s menu. The preview window will pop up and show the progress of the simulation. You can abort at any time by pressing the escape key or closing the window. All frames that have been simulated so far are available in After effects and you can work with your composition as usual. Additionally, you can change all the parameters in the “rendering parameters” group, without updating the simulation.

为了产生一个流体仿真,指定效果,添加控制层,比如密度、燃料、颜色和温度(参看参数总览)再按下”restart”按钮。预览窗口会弹出来,并且显示仿真的进度。你可以随时按”escape”键或是关闭窗口来中断仿真。这时所有已经计算出来的帧图像都已经可以像普通素材一样供after effects 使用了。你可以改变“rendering parameters”里的所有参数,而不需要更新仿真。

A consequence of the frame-by-frame dependence, mentioned in the previous section, is that in order to simulate frame 100, frame 99 will already have to be simulated and so do all frames before that. We cannot just jump to frame 100 to see what it will look like. However, with Turbulence.2D, you don’t need to restart the simulation from frame 1 every time to change a setting. You can just interrupt it by closing the preview window, change some settings and continue where the simulation left of, applying the changes immediately.

前面的章节已经提到的一种帧与帧之间相互依赖的逻辑关系,也就是如果你要仿真出第100帧,那么就99帧就必需已经被仿真出来了,所有的帧都可以由此类推。我们不可以直接跳到第100帧去看它是什么样子。当然,使用Turbulence 2D,你不需要每次修改都把所有的帧重新仿真一遍。你可以通过关闭预览窗口中断前面的仿真,修改一些参数后再继续模拟余下的帧,这时的仿真将使用刚刚修改的参数。

Turbulence.2D for After effects user Manual

using GPu Support

使用GPU支持

Fluid simulation is computationally very

intensive and typically, fluid software is pretty

slow. Turbulence.2D is optimized for speed.

besides using all available processor cores, it also supports the graphics processor (GPu) to be used to accelerate the simulation up to 10 times. This allows for very intuitive experimentation at interactive frame rates.

流体仿真的计算量是非常大的,流体软件一般都很慢。Turbulence 2D 在速度上作了优化,除了使用所有的处理核心外,它还支持使用图形处理器来加速仿真计算,使它的仿真速度提高到原来的10倍。这使我们能很直观的检验仿真的结果。

If GPu Support is available on your machine, the checkbox “GPu Support” will be enabled and checked by default. If that is the case and there is enough free video memory available on your card, Turbulence.2D will use the GPu to speed up the simulaton. You can see which mode (“cPu” or “GPu”) is being used in the title bar of the preview window.

如果你的电脑是支持GPU的,“gpu support”选择框就会是有效的并且默认被选中。如果你的显卡有足够的显存,Turbulence 2D 将使用Gpu来加速仿真模拟计算。你可以从预览窗口的标题上看到是在使用cpu模式还是gpu模式。

Visit https://www.sodocs.net/doc/3d14995860.html,/gpu_support.php for a complete list of supported graphics cards and more details on enabling the GPu support on your machine.

访问https://www.sodocs.net/doc/3d14995860.html,/gpu_support.php可以看到一个支持的显卡的完整列表,还有你的电脑gpu支持的更多细节。

Turbulence.2D for After effects user Manual

Obstacles

障碍物

In Turbulence.2D, obstacles are solid objects

that do not flow. They affect the fluid but the

fluid does not affect them. You can use

arbitrary shapes as solids - buckets, paddles, walls, ramps or text. The imag below shows and example of text as a solid object, that forces the green

vapor to flow a e round it

在Turbulence 2D 中,obstacles (障碍物)就是一些不流动的实体。它们影响流体但是流体不影响它们。你可以把任何一个形状作为实体,比如:.桶,浆,墙,斜坡或者文本。下面的图片显示的是把一个文本作为障碍物时的效果,它让绿色的蒸气绕着文本流过去了。

If you select a layer as an obstacle layer in the “Source control” parameter group, the alpha channel of that layer will define the solid obstacle. See the Parameter Overview for more details.

如果你在”Source control”参数中将一个层指定成obstacles ,它的alpha 通道将被定义成障碍物的实体。查看参数总览了解更多细节。 Turbulence.2D for After effects user Manual

Velocity Input

速度输入

The velocity inputs in Turbulence.2D use

Motion Vectors. A 2-dimensional vector is

encoded in the red and green channels of a pixel

color. The image below shows how colors are mapped to directions. The zero-point in the middle has (127,127,0) in 8-bit color mode,

(16383,16383,0) in 16-bit color mode and (0.5,0.5,0) in 32-bit color m This color basically represents no velocity. A velocity pointing down and to the left is black, one pointing right and up i ode. s yellow and so on.

Turbulence2D 中速度输入使用运动向量。将一个点的颜色的红色和绿色通道定义成一个二维向量。下面这张图显示出了颜色和方向的印射关系。中间的原点在8位色模式的色值是(127,127,0),在16位色模式的色值是(16383,16383,0),在32位色模式的值是(0.5,0.5,0)。这个色值表示没有速度。一个朝左下角的速度的颜色是黑色,朝右上角的速度是黄色,依些类推。

using velocity inputs you can for example create wind that blows your density, color or fuel around. To do this, use differential velocity or force. 比如,使用速度输入 你可以创建吹向流体密度、颜色或是燃料的风。要做到这一点,使用不同的速度或者驱动力就可以了。

You can also just reset the velocity field of the fluid to a certain value. For example, if you want the more turbulent behavior that rising smoke has in still air, you can use the non-differential velocity input to reset the velocity to zero.

你也可以重设流体的速度场到一个特定的值。例如,如果你希望太紊乱的烟缓缓升起,你只要使用一个均匀的速度输入来将速度重置为0。

If you move a solid through a fluid, it will affect the motion of the fluid. For example if you swing a fan through air, it will cause the air to move with the velocity of the fan for a while. In order to simulate the correct movement of the fluid, Turbulence.2D needs to know the velocity of the obstacle. note that if you set incorrect velocities for the solid, the resulting simulation will look wrong.

如果你将一个实体从一个流体中穿过,它会影响流体的运动。例如如果你挥动一把扇子,空气会随着扇子的速度运动一会儿。为了正确地模拟流体的这种运动,Turbulence 2D需要知道障碍物的速度。记住如果你将实体的速度设错了,模拟的结果看起来就会不对了。

The correct velocity is the number of pixels that the solid moves per second. For example, if you have a block that moves 200 pixels to the right in 2 seconds, it’s velocity is 100. To tell that to Turbulence.2D, create a layer that shows the block with a single color of (254,0,0) and set the velocity scale to 100.

正确的速度值是实体每秒种移动的像素值。例如,如果你有一个块在2秒钟内向右移动了200个像素,它的速度值就是100.要告诉Turbulence2D这一点,创建一个层,使用单一颜色(254,0,0)的色块,并将速度缩放设为100.

Turbulence.2D for After effects user Manual

combustion models

燃烧模式

Turbulence.2D contains a flexible model for

stylized fire. You can add fuel to the flow, using

the fuel layer (see the Parameter Overview for

details). Fuel always burns. How fast it burns is specified by the “burn rate” parameter. The slower the fuel burns, the larger the flame becomes, because fuel flows around without burning.

Turbgulence 2D 有一个灵活的模板来生成因定格式的火焰。你可以通过燃料层添加燃料到流体上(参看参数总览)。流体一定会燃烧起来。烧得有多快取决于“burn rate ”参数,这个参数值越低,火苗越大,因为流体流过的时候没有燃烧。

When fuel is burnt, it creates soot or density. How much soot is created is specified by the “soot creation” parameter. It specifies how much soot is created per unit fuel. That is, if you set it to 1.0, there will be exactly as much density as fuel has been burnt.

burning fuel also creates heat. How much can be specified by the “heat creation” parameter. If the fuel creates more heat, the fuel and soot will rise faster.

当流体燃烧时,它会产生烟灰或者密度。产生多少烟灰取决于参数“soot creation”。它指定了一个流体单位产生多少烟灰。那就是说,如果你把它设成1,产生的烟会和密度一样多。燃烧也会产生热。产生的量取决于参数“heat creation”.流体产生的热量越多,流体和烟灰上升得越快。

A flame emits light, that’s what we see. emitting light makes the flame loose energy, though, effectively cooling it. You can control that with the “cooling” parameter. Higher values create shorter flames here. It behaves differently than just cutting down the fuel supply, though.

一个火苗发射光,就是我们看见的。发射光会让火苗失去能量,尽管如此,效果上讲这会让火苗变冷。你可以通过“cooling”参数来控制它。这个值越高,产生的火苗越短。不过它和仅仅降低燃料提供产生的效果是不同的。

because the air and burning fuel in a flame is very hot, the gas expands. The expansion of a flame is a typical visual phenomenon that can be simulated in Turbulence.2D with the “expansion” parameter.

因为火苗中的空气和正在燃烧的燃料是非常热的,气体会膨涨。膨涨后的火苗是Turbulence 2D能通过参数“expansion”模拟出来的一个典型的视觉现象。

Turbulence.2D for After effects user Manual

Parameter Overview

参数总览

Resolution scale

解析度缩放

Specifies the size of a simulation cell in pixels. A value of 1.0 means that each pixel in the output layer corresponds to one simulation cell.

指定一个流体计算单位影响的像素大小。值为1时意味着一个计算单位对应一个像素

Set this value to 2.0 or higher for quick previews. The simulation will have low quality, but will be faster. For final rendering, set it close to 1.0. You can also simulate at a higher resolution as the visual output using values below 1.0. Such simulations can take a lot of time but produce extremely detailed flows.

将值设为2或更高可以加快预览。仿真的质量会降低,但是会更快。作为最后的渲染,应将其设为1.你也可以设到1以下。那样的模拟将会消耗更多的时间,但会得到更好的流体细节。

RAM Cache size (MB)

Ram存

Specifies the amount of memory to reserve for the simulation cache. unlike the cache built into Ae or rAM Preview, the simulation cache allows you to adjust render Parameters without updating the simulation. If you want to scrub through your timeline a lot, using more memory here will make things smoother.

指定用于仿真缓存的内存值。和Ae内建的缓存和ram预览不同,仿真缓存允许你在不更新模拟计算的情况下调整渲染参数。如果你想在拖动时间线的时候更流畅,这个值设多点会有帮助。

Disk Cache

The directory where the simulation output is to. If you update or restart a simulation, existing files in the cache directory will be overwritten. You can save the results of a simulation run, for example to compare several simulation settings.

模拟仿真输出的目录。如果你更新或是重新模拟,缓存目录里的文件会被覆盖。你可以保存一个仿真的结果,例如当你想比较几次仿真设置的时候。

Source Control

源控制

changes to the source control parameters or the contents of the layers selected here will not affect the output until the simulation is updated.

对源控制参数的改变或是层类容的选择不会立即影响输出结果,直到下一次仿真被更新。

Density layer and scale

密度层和缩放

Selects the layer that defines the input density. The color values in this layer are converted to gray scale values and used as intensities ranging from 0.0 to the value set for the density scale parameter. That is, a black pixel in the input layer corresponds to 0.0 density, a white pixel corresponds to the amount set for the density scale parameter. note that the alpha channel masks the input.

被选择的层用来定义输入密度。这个层的颜色值将会被转换成灰度值,并映射成0和密度缩放参数之间的亮度值。也就是说,输入层中的一个黑点会被映射成0,而白点映射成密度缩放参数。记住输入层的颜色取自其alpha通道。

The layer is re-scaled in order to fit the output layer. If you want to use a smaller layer, you need to put it into a separate composition and use this composition as an input.

之所以将其重新映射是为了适应输出层。如果你想使用一个小一点的层,你需要将它放到一个分离的合成中,再把这个合成作为一个输

入。

Density is a generic material that is injected into the flow and can be

密度是一个注入到流体的普通材质,并可以用一个渐变来形象化。你

可以把它想象成烟或是粒子描绘。

Turbulence.2D for After effects user Manual ???

visualized using a gradient (see rendering

Parameters). You can think of it as smoke- or

paint-particles.

Density has a weight. Depending on the amount of density and the value of the gravity (see Simulation Parameters), it will cause the fluid to sink or rise. Color layer

颜色层

While density can be rendered using a gradient, you cannot choose arbitrary colors for different areas in the fluid. The color is always defined by the amount of density and the corresponding gradient. Temperature and fuel behave similarly.

In order to have arbitrary color in the fluid, you can add it using the color layer. like texture coordinates (see below), color input is passive, that is, it does not affect the fluid velocity like density or temperature do. It only flows with the fluid.

You can use the color layer to mix images like in a bucket of paint, while injecting more color along the way.

虽然密度可以用一个渐变来渲染,你还不能随心所欲地为流体的不同

区域选择颜色。颜色总是由流体的密度值定义并由渐变来调整。温度

和燃料的行为相似。为了随意地确定流体的颜色,你可以加上一个颜

色层。就像贴图坐标(看下面)。颜色输入是被动的,它并不会像密度或者温度一样影响流体的速度,它只会跟随流体一起流动。你可以像调色板一样使用颜色层来混合图像,同时沿路注入更多的颜色。

Temperature layer and scale

温度层及缩放

Selects the layer that defines the input temperature. The values are computed similar to the density input (see above), only using the temperature scale value.

选择一个层来定义温度输入。这个值的计算很像密度层输入(看上面),只是使用温度缩放值。

like density, temperature also affects the velocity of the fluid. Depending on the temperature and the value set for the bouyancy (see Simulation Parameters), it will cause the fluid to sink or rise. Hot parts of the fluid rise above colder parts.

和密度一个,温度也可以影响流体的速度。根据温度和bouyancy值的设定来决定流体是沉下去还是升起来。流体热的部分会上升到冷的部分上面。

Fuel layer and scale

燃料层及缩放

like the density and temperature layers and scales, these two settings specify how much fuel is inserted into the fluid. unlike density and temperature, fuel does not affect the velocity directly. It has no weight either. However, fuel burns and produces heat and soot, that is temperature and density.

同密度和温度一样,这两个指定有多少燃料被注放到流体里面。和密度温度不同的是,燃料并不影响速度方向。它也没有重量,燃料产生热和烟,就是温度和密度。

See the chapter on combustion models for more information.

更多信息参看燃烧模式那一章

Turbulence.2D for After effects user Manual???

Divergence layer and scale

分岐层及缩放值

Positive divergence means expansion, negative divergence means contraction. The intensity value of this input is scaled by the divergence scale and shifted such that it represents values between -X and X, where X is the scale. That is, a black input pixel will end up being -X divergence or a contraction of intensity X; a white pixel will expansion of intensity

X.

正的分岐意味着澎胀,负的分岐意味着收缩。密度值会被分岐层的颜色值经过缩放值映射后的值进行缩放。如果缩放值是x,那么一个黑色输入会被映射成-x,而白点映射成x。

You can think of divergence input as of blowing (positive divergence) and sucking (negative divergence) the fluid.

你可以把分岐层看成是对流体的吹(正分岐)和吸(负分岐)。

Velocity layer and scale

速度层及缩放值

While density and temperature affect the velocity of the fluid indirectly, you can also specify it directly with the velocity input. Velocity is a vector, it has a value and a direction that are represented by an X- and a Y-coordinate. 2D velocity input is encoded just like Motion Vectors. The red channel of the input layer specifies the X-coordinate, the green channel specifies the Y-coordinate.

虽然密度和温度会间接地影响流体的速度,你也可以直接指定流体的速度输入。速度是一个向量,它有一个值和一个由x和y两个座标组成的方向。二维向量的输入被设定成和运动向量一样。输入层的红色通道指定横座标,而绿色通道则指定纵座标。

See the chapter on Velocity Input for more information.

Differential velocity

微分速度

Differential velocity is actually force. use it to create wind for example.

它实际上就是力场,比如可用它来创建风。

non-differential velocity can be used to clear the velocity field or to immediately set it to a certain value. In order to be able to set only parts of the velocity field, the alpha channel masks the values. Only pixels with an alpha value of 50% or more will be used.

没有微人速度可以被用作对速度场的清除或是立即将速度设定成一个特定值。为了能够只设定速度场,Alpha

通道被当成一个遮罩来使用。只有alpha值在50%以上的值才会被用到。

Obstacle layer

障碍层

Specifies the input layer for solid obstacles. every pixel with a alpha value of 50% or more is treated as solid. Obstacles force the fluid to flow around them. You can create buckets, ramps, paddles or similar solid objects using this input.

指定输入层为实体障碍。每一个alpha值在50%以上的点都会被当作实体看待。障碍特迫使流体绕过它们。你可以使用这个输入来创建桶、斜坡、浆或是类似的实体。

If your obstacles move, you need to specify their velocity as Motion Vectors (see velocity layer above).

如果你的障碍物移动了,你需要它们的移动运动向量(参看上面的速度层)

See the chapter on Obstacles for more information.

Obstacle layer has velocity

障碍物拥有速度

If this box is checked, the red and green channels of the obstacle layer are expected to contain Motion Vectors for the obstacle.

如果这个选框被选中,障碍物的红绿通道将被指定成障碍物的运动速度

See the chapter on Velocity Input for more information.

Turbulence.2D for After effects user Manual???

Obstacle velocity scale

障碍物速度缩放

The velocity scale for the obstacle’s Motion Vectors, if obstacle velocity is enabled.

是对障碍物运动速度向量的缩放,如果障碍物速度被选中

See the chapter on Velocity Input for more information.

Use texture

使用贴图

enable texture coordinates for the simulation. If you want to use the texture render mode, this box has to be checked during the simulation. else, it can be left unchecked in order to improve performance.

使用贴图座标来仿真。如果你想使用贴图渲染模式,这个选框在仿真计算时必需被选中。除此以外,可以不选以提高显示速度。

Simulation Parameters

模拟仿真参数

changes to the simulation parameters will not affect the output until the simulation is updated.

对仿真参数的修改直到下一次进行仿真计算时才会起作用。

Domain type

区域类型

The “open” domain simulates the 2D fluid as if it was a slice of 3D space. Material cannot leave the slice in the 3rd dimension, but pressure can. The “half-open” domain corresponds to fluid on a table or a plate. Pressure can leave to one side, the material remains on the plate. The “closed” domain corresponds to fluid between to glass plates. Pressure cannot leave in the third dimension.

“open”(开放的)区域类型是将二维流体当成三维流体的一个切面来仿真。材质不会离开第三个维度,不过压力会。“half-open”(半开放)区域适用于桌子或者盘子上的流体。压力可以离开到一边,材质

保留在盘子上。“closed”封闭区域适用于玻璃盘子,压力不能离开第三个维度。

A “closed” domain is what most 2D fluid tools use. “open” and “halfopen” look somewhat more realistic, the “closed” domain creates larger vortices.

大多数时候使用封闭区域,开放和半开放有点像现实主义,封闭区域可以产生更大的旋涡。

Burn model

烧焦模式

The “oxidized” model assumes that the fuel does not need oxygen in order to combust. every cell that contains fuel will burn. In the “un-oxidized” model, fuel only burns if enough air is available. Only those cells that contain fuel and are close the boundary of the fuel-region will combust.

氧化模式假定流体燃烧时不需要氧气。每一个有燃料的单元都会燃烧。在非氧化模式中,燃料只在有充足的空气时才会燃烧。只有那些有燃料并且靠近边缘的单元才会燃烧。

See the chapter on combustion models for more information.

Time scale

If this value is 1.0, the physical behavior of the fluid is as in real-time. Values larger than 1.0 make it flow faster, values below 1.0 make it slower.

时间缩放设为1时,物理表现是实时的。大于1时流得更快一些,小于1时理慢。

Turbulence.2D for After effects user Manual ???

Density dissipation

密度消散

Values larger than 0.0 make the density disappear over time. For example, you can make smoke dissolve slowly.

当值大于0时,密度会随着时间消散。比如,你可以使烟慢慢散掉。

Burn rate

The rate at which fuel is burnt. Typical values are lower than the fuel scale of the fuel input layer. The lower this value, the larger the flame will be and the less heat and soot will be created.

See the chapter on combustion models for more information.

燃料燃烧的比率。典型值会比燃料缩放值低。这个值越低,火苗越大,产生的热和烟灰越少。

Expansion

膨胀

The high temperatures of fire make the fluid expand. This value specifies how much. The expansion also depends on the amount of fuel that is burnt. large values produce thick flames.

温度越高会使流体膨胀越历害,这个值指定膨胀的程度。膨胀程度也取决于燃料值。大的值产生厚的火苗。

See the chapter on combustion models for more information.

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