Emitter : Emission Object

“Object” is a volume emitter. Emitters define the point of particle creation in 3D space, while the particles are part of the "Fluid" container. Emitters can be scaled, rotated, and translated like objects.

 

 

Body

You can drag any closed object to this field to emit particles from its polygons or vertices, but only one node per emitter is allowed.

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 "Resolution" to create more particles. You may need very high settings (100 or more).

Speed

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” settings. A value of 0.0 stops the emission of particles.

Randomness

Use this option to avoid patterns and regular structures by displacing the particles randomly at creation time. The value ranges from 0 to 50.

Distance Threshold

Here you determine how far away the particles should be from the object’s surface during birth.

Jittering

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.

Parent Velocity

The emission object can be animated, and RealFlow | 3ds Max takes a certain amount of the object's velocity and transfers it to the particles during the state of creation.

Smooth Normals

This function should be used when the emission appears to random or fuzzy.

Faces

Choose this option if you want to emit from the object's polygons.

Vertices

Choose this option if you want to emit from the object's vertices.

Map

With a texture it is possible to create particles in certain areas on the object's surface: 

  • Particles are only created in areas with texture values greater than 0.
  • Objects require emitter uses UVWs only.
  • 3ds Max's built-in procedural shaders (e.g. noise) are supported