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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.

General

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IfNotSolid
IfNotSolid

 

Emit Mode | ifnotsolid – Specifies the way the objects in the Emitter Nodes emit fluid.

Surface Force – The surface of the emitters will eject the selected fluid channels along the geometry normals. In this mode, the discharge is named Outgoing Velocity and it specifies the speed of the emitted fluid in units/sec. The displayed units will change accordingly if the scene units change.

This mode can work with both Solid and non-Solid emitters. If you use a Mask for the discharge in Surface Force mode, white areas of the emitter's surface will eject fast fluid, while darker ones would emit more slowly. Black areas will not emit at all.

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To render these RGB colors for smoke, set the Smoke Color Based On parameter to RGB.

For rendering of meshed liquids, set a Grid Texture as the Diffuse map for a Standard or V-Ray Material, and set the Grid texture's Channel to RGB.

For more information, see the RGB Map Vertex Color example below.

 

Particles 

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Particles | particles, useprt – Allows the source to emit particles into the Simulator. The particle birth rate is in thousands of particles per second.

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Mask prtmap, useprtmap – Allows you to vary the amount of particles over the surface or the volume of the emitters. If this is not used, the Source will emit equal amount of particles over the entire surface or volume of the emitters.

 

Viscosity

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Viscosity viscosity, usevisc – Specifies the viscosity of emitted liquid. If the viscosity channel is not enabled in the Output rollout of the Simulator, this parameter will be ignored.

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  • No Variation - The emitted TexUVW will not change over time.
  • Along U/V/W - The emitted TexUVW value will change over time in the U/V/W direction and by the amount set in Variation/Sec.
  • Along Grid/Object/World Normals - The emitted TexUVW value will change over time in the direction of the emitting geometry's normals in Grid/Object/World space and by the amount set in Variation/Sec. Grid space is the system of the Simulator, it always has the Z axis pointing up. Object space is the local transform of the emitter.

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Custom Prt Size | prtsphsz – Specify a custom size for the particles using this option. The size is in scene units. 

 

Example: RGB Map Vertex Color

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