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 → Collision→ Collider" tag. For more information about filling objects please go to → "Filling Objects".
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.
...
By default, the emitter creates a regular particle distribution and this leads to patterns. “Jittering” adds random displacement to the particles. The allowed values range between 0.0 and 1.0 for maximum randomness.
Seed
In order to change the initial distribution of particles in conjunction with "Jittering" change this value. You can enter any positive number.
Fill Ratio X
This parameter is used to achieve partial filling. A value of 0.0 means that there are no particles in X direction, while 1.0 entirely uses the selected axis.
...
- As soon as a force is acting on the particles, e.g. “Gravity” the particles will start to collapse. This means that the original volume will not be maintained.
- You have to simulate for a certain time to let the fluid particles settle. Then, an → initial → initial state can be created and the simulation is resumed from this state.
...
- Particles are only created in areas with texture values (“Color”) greater than 0
- Texture tags and projection methods are not evaluated – the emitter uses UVWs only.
- Cinema 4D's built-in procedural shaders (e.g. noise) are supported.
- Please read → "Materials and Emitters" for detailed information.