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Overview ¶
This tool continuously generates fluid from the surface of an object and is similar to Source from Points and Source from Volumes. Sourcing is done in a thin shell around the surface of the selected geometry. If sourcing into a pyro or smoke simulation, thickness of the shell can be controlled by adjusting Particle Separation on the Pyro Source node. With liquid simulations, the created FLIP Source SOP has a Shell Thickness parameter that directly controls its namesake.
The tool will create a setup tailored towards the simulation it is applied to.
In case of a smoke simulation, it will import density
and temperature
,
causing smoke to rise from the selected object. If applied to a pyro
simulation, the shelf tool will inject fuel
and temperature
, turning the
surface into a flame source. Finally, the tool will add the necessary nodes
to continuously emit liquid into a FLIP simulation, similar to
Emit Particle Fluid.
Tip
If you want the sourced smoke to inherit the object’s motion, you can use the Point Velocity SOP to calculate its velocity. The velocity attribute will then be transferred to the scattered points by the Pyro Source node and converted into a VDB by the Volume Rasterize Attributes SOP.
Using Source from Surface ¶
-
Create an open geometry object within a container.
For more information on containers see: Smoke Container or Pyro Container.
-
Select the geometry object to generate the source.
-
Click the Source from Surface tool on the Populate Containers tab.
-
Select the container to put the source into and press Enter to confirm your selection.
Note
To turn off the continuous flow of fluid, set the Activation to 0
on
the Volume Source node in your DOP network. You can
keyframe this parameter to control when the fluid is
emitted.
Note
If the object is only partially in the container, only the portion of the object that is within the container’s boundaries will be simulated.
See also |