Versions Compared

Key

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

Overview

...

Section
Column
width50%

You can use the Liquid Source to

...

emit FLIP particles

...

 into Liquid Simulators.

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 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'

...

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

...

Mask for each of the emission channels. Also, note that if Emit Mode is set to Volume Brush or Volume Inject

...

 and the Mask uses Explicit Map Channel or Vertex Color

...

Channel mapping, then

...

section

the Mask will be applied on the whole volume, based on the closest geometry surface.

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.

Column
width50%

Image Added

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

Image Modified

 

Parameters

...

Emitter Nodes

...

Section
Column
width50%
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.

Column
width5%

 

Column
width45%

...