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  • 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.

 

 

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The result: a "

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Capsule" object, filled with particles

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It also possible to create particles around the object

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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.