“Square” is an area emitter. Emitters define the point of particle creation in 3D space, while the particles are part of the "Fluid" container. Emitters can be scaled, rotated, and translated like objects; an arrow indicates the direction of emission.
RealFlow Scene
In RealFlow | Cinema 4D it is possible to use multiple "Scene" trees in the same project:
- To link the emitter to a different scene tree dragging the appropriate "Scene" node to this field
- Furthermore you have direct access to the selected "Scene" tree's → "Solver", → "Cache", and → "Display" tabs. For descriptions of these parameters follow the links.
Linked Fluids
RealFlow | Cinema 4D 3 supports interactions between different "Fluid" domains, e.g. for the creation of foam or water-and-oil simulations:
- To link the emitter to a "Fluid" node drag the "Fluid" node(s) to this field.
Emitter Type
Toggle the emitter's 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.
Volume
This feature creates a defined volume of particles. The size of this volume is defined by the emission area and the value entered here.
Speed
Here the particles' initial speed is defined in metres per second. Higher values will generate more particles per frame. The number of emitted particles also depends on the fluid's → “Resolution” settings. A value of 0.0 stops the emission of particles.
Vertical Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1parameter accepts any positive value and 0.
Horizontal Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1parameter accepts any positive value and 0.
Side Emission
Normally the particles are poured out along the emission axis, but it is possible to emit the particles from the emitter's edge. Then, the square's inner area remains empty.