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idFireSource_Overview

You can use the Fire Source to emit fire and smoke into Fire/Smoke Simulators. It's not a problem to use it for emitting liquid as well, but you have to understand Grid Channel ranges well.

You can emit fluid from geometry or from particles. The fluid can be emitted from the surface, or from the entire volume of emitting geometry. Particles can emit from a spherical shape, or from instanced geometry shapes. Note that the viewport gizmo of the Source does not emit fluid itself - you have to first pick the geometry or particles you would use as emitters in the Source's list.

The Fire Source interacts by default with all simulators in the scene. If you have many simulators in the scene, you can restrict the source from emitting only into certain simulators using the Include/Exclude lists of the Simulators. The position of the Source icon in the scene does not matter. If you have many Simulators in the scene, by default each will interact with the Source's Emitter Nodes as long as they are inside the Simulator. You can exclude Sources or Emitters from a Simulator's Scene Interaction rollout. If you use Include mode, you have to pick both the Source and its Emitter Nodes in the Interaction List.

The Source can emit in 3 different Emit Modes - Surface Force mode creates fluid only at the surface of emitters, Volume Brush fills the entire volume of the emitters, and Volume Inject also fills the emitter's volume and adds pressure for an explosive effect.

You can emit any fluid grid channel and you can emit many channels at once. Additionally, you can emit particles from the Source. If you want to emit unevenly only from some areas or volumes of the emitters, you can use a Mask for each of the emission channels. Also, note that if Emit Mode is set to Volume Brush or Volume Inject, the Mask cannot use Explicit Map Channel or Vertex Color Channel mapping, because these apply only for the surface of the geometry.

Additionally, each channel can have one or many Discharge Modifiers. They allow you to gain more precise procedural control over how the fluid gets emitted. Discharge modifiers vary the emission over different parts of the emitter depending on properties of the emitter - e.g. the direction of its normals, the speed of movement at each point of an animated emitter, etc.

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