Emitter : Emission Image
Ther Image” emitter lets you either load a single image or an entire image sequence as an emission mask. The viewport gizmo represents the size of the emission area. 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; an arrow indicates the direction of emission.
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.
Fluid
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 → "Manual Linking" page with examples.
Emitter Type
Toggle the emitter 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.
Volume
This feature creates a defined volume of particles. The size of this volume is defined by the emission area and the value entered here. The parameter is connected to Maya's scale settings.
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.
Vertical Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Horizontal Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Texture
Create or open a material and drag an image or a shader from the "Texture" field to this slot:
- Only areas with color/grey scale values greater than 0 will be used for emission
- With RGB images the red channel will be used.
- Grey scales will be treated as purely white ares (= full emission).