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You can use any object with this emitter to fill it or create particles on its surface. Changes on position, rotation, or scale do not affect this emitter, because the creation of particles depends on the object you want to fill with particles. Objects meant to be filled require a → Volume" tag. For more information on filling objects please go to → "Filling Objects".

 

Image Added

 

RealFlow Scene

In RealFlow | Maya it is possible to use multiple "Scene" trees in the same project:. To link the emitter to a

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"Scene" node

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right click on the field, click on "Set Scene" and choose an entry from the appearing list.

Fluid

To link the emitter to a "Fluid" drag the appropriate "Fluid" node(s) to this fieldright click on the field, click on "Set Fluid" and choose a fluid container from the appearing list.

To learn more about how to link RealFlow scene elements and make them interact take a look at the → the "Links" page with examples.

Emitter Type

Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.

Body

You can drag add any closed object to this slot to fill it with particles, but only one node per emitter is allowed.

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This parameter is used to achieve partial filling. A value of 0.0 means that there are no particles in Z direction, while 1.0 entirely uses the selected axis.

Fill

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Mode

The effect of this option is based on an object's → "Volume Mode" settings. For more information on filling objects go to → "Filling Objects":

  • With "Fill solid region" an object's inner area will be filled. 
  • "Fill non solid region" adds particles outside the volume.
Layers to

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Remove

With this function it is possible to delete particle layers from the outside to the inside. This creates a gap between the object and the fluid.

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  • Particles are only created in areas with texture values (“Color”) greater than 0Texture tags and projection methods are not evaluated – the emitter uses UVWs only.
  • Maya's built-in procedural shaders (e.g. noise) are supported.
  • Please read → "Image Emitter" for detailed information.