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- 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
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Links
To link the emitter to a "Fluid" node drag the appropriate "Fluid" node(s) to this field.
To learn more about how to link RealFlow scene elements and make them interact take a look at the → "Manual Linking" page with examples.
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.
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When the body's polygons are very small it might happen that you will not get any particle emission. To fix this, increase the "Fluid" container's → s "Resolution" to create more particles. You may need very high settings (> 100 or more).
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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” “Resolution” settings. A value of 0.0 stops the emission of particles.
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- 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, and animation will be considered.
- Read more under → "Materials Image and Object Emitters".
Creation Type
Choose, if you want to emit from the object's vertices or polygons. Cinema 4D's “Polygon Selection” tag is supported.