...
- Add a "Fill" emitter and drag the object, meant to be filled, to the emitter's "Body" slot.
- Set Check if the emitter's "Fill Mode" to is "Fill non Solid Volume".Check, if "Fill Volume" is enabled.
...
...
The result: a "
...
Capsule" object, filled with particles
...
It also possible to create particles around the object
...
.
If you want to refine the object's particle representation alter
- Add a → "Volume" tag > and change "Cell size".
- Smaller values create a better representation, but they will also allocate more memory.
- If you do not want to estimate an appropriate "Cell Size" value just choose a quality level from "Collision Geometry Detail" and let RealFlow | Cinema 4D do this work for you.
The Role of the "Collider" Tag
Currently, the object only acts as "template" to create a particle volume with a certain shape. When you simulate, the object will not be considered, because it does not have a → "Collider" tag.