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Overview ¶
This tool continuously generates fluid from the interior of an object and is similar to Source from Points and Source from Surface. Since sourcing is done from inside of the object, the selected geometry is required to be closed and watertight.
Note
If selection consists of volume or VDB primitives, this shelf tool will
instead import these into the DOP network. For example, you can manually
create a divergence
volume and import it into the simulation with this
tool.
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 Volume ¶
-
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 Volume 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 |