Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

The position of the Source icon in the scene does not matter. If you have many Simulators in the scene, by default each Simulator will interact with a Source's Emitter Nodes as long as they are inside this 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 particle channel and you can emit many channels at once. Additionally, you can emit different particle types 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.

Section
UI Expand
title UI Path: ||Create panel|| > Helpers > PhoenixFD category > LiquidSrc button

...


Parameters

...

Emitter Nodes

...


 

Div
stylemargin-top: 10px
idLiquidSource_EmitterNodes

Emitter Nodes | sources – Specifies a list of objects that will emit fluid. Both geometry and particle systems can be selected here. Press the Add button and pick an object from the Viewport, or a list of objects using the Scene Explorer.

...