Filling Objects I

Any closed object can be used as a container for fluid particles. In order to fill an object's hollow space follow these steps:

  • Add a "Fill" emitter and drag the object, meant to be filled, to the emitter's "Body" slot.
  • Check if the emitter's "Fill Mode" is "Fill Solid Volume".

 

 

The result: a "Capsule" object, filled with particles.

 

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.