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  • Create the object you want to fill and apply a "Collider" tag.
  • Set Collider tag > Properties > Volume > Volume Mode to "Solid Outside". This mode creates a hollow object.
  • Add the "Fill" emitter and drag the object to Fill > Emission > Body. A regular particle matrix appears.
  • Add a "Gravity" daemon and simulate.

 

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"Solid Outside" at creation time and with activated gravity.

 

You will see that the fluid is collapsing and in the end the object is not filled completely. To avoid this, take a look at the next method.

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  • Create the object you want to fill and apply a "Collider" tag.
  • For open, singledouble-walled objects choose Collider tag > Properties > Volume > Volume Mode > ShellSolid Inside.
  • For open, doublesingle-walled objects choose Collider tag > Properties > Volume > Volume Mode > Solid InsideShell.
  • For closed objects choose Collider tag > Properties > Volume > Volume Mode > Solid Outside.
  • Add any type emitter (except "Fill") and a "Gravity" daemon.

Now simulate until the object is filled up with particles. Then, create an → initial state and trigger a new simulation using this state as a starting point.

 

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Open, double-walled: Solid Inside | Open, single-walled: Shell | Closed, single-walled: Solid Outside

 

It you want to calm down the particles proceed as follows:

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