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".
RealFlow Scene
In RealFlow | Maya it is possible to use multiple "Scene" trees in the same project. To link the emitter to a "Scene" node right click on the field, click on "Set Scene" and choose an entry from the appearing list.
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To link the emitter to a "Fluid" right click on the field, click on "Set Fluid" and choose a fluid container from the appearing list. An emitter can be connected to one fluid container only.
To learn more about how to link RealFlow scene elements and make them interact take a look at the → "LinksManual Linking" page with examples.
Emitter Type
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The effect of this option is based on an object's → "Volume Mode" settings. For We have prepared a video with 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.
Surface Offset
Use this parameter with positive values to add particles even outside of the filled object, or use a negative value to add an extra gap between the object surface and the particles that will be created.
Layers to 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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- 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.
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With “Layer” turned on and a texture it is possible to create particles in certain areas on the object's surface:
- The object requires UV coordinates.
- Particles are only created in areas with texture values (“Color”) color/grey scale values greater than 0
- Maya's built-in procedural shaders (e.g. noise) are supported.
- Please read → . With RGB images the red channel is used to create the particles.
- Please watch the → "Image Emitter" video for detailed information.