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These different nodes have one thing in common: the “Edit” button. By clicking on this button, a new script editor will be opened which contains specific functions for each node type – it is not possible to mix or change these functions. For example, the updateWave( vertices, initPositions ) function should not be used inside a scripted daemon’s editor and vice versa.

 

Wave sequence, generated from displacement maps.

With the custom particle type you will be able to define your own fluid emitter and its behaviour. The function calculates the forces between the individual particles and applies them to the fluid. For this purpose there is the “computeInternalForces( emitter )” function. The scripted emitter is not a type of its own, like scripted daemons. It is a special particle type that is available with any emitter. You can choose from “Gas”, “Dumb”, “Elastic”, “Liquid” – and “Custom”: 

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The number of scripted nodes is not restricted and the only limitation affects RealWave, because you can only have one object per scene, but you can (at least theoretically) apply as many scripted modifiers as you want to the surface. Scripted emitters will work and interact with all the other solvers and particles. They can also be affected by both scripted and built-in daemons.