SPH - Fill Object

You can use any triangulated object with this emitter. Changes on position, rotation, or scale do not affect this node, because the creation of particles depends on the object you want to fill with particles.



 

Object

You can choose any object from the appearing node list, but only one node per emitter is allowed.

Fill volume

Activate this feature to fill the object with particles. Here are a few notes:

  • 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. This process is called relaxation. Please follow this link for a → workflow description.
  • With double-walled objects the emitter fills the space between the inner and the outer surface.
fill X ratio

This parameter is used to achieve partial filling. A value of 0.0 means that there are no particles in X direction, while 1.0 entirely uses the selected axis.

fill Y ratio

This parameter is used to achieve partial filling. A value of 0.0 means that there are no particles in Y direction, while 1.0 entirely uses the selected axis.

fill Z ratio

This parameter is used to achieve partial filling. A value of 0.0 means that there are no particles in Z direction, while 1.0 entirely uses the selected axis.

remove # layers

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.

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.

@ seed

This value is connected to “jittering” and influences the way the particles are distributed. By changing “@ seed” you can achieve a different look.

Particle layer

With “Fill volume” set to “No” the particles are spread over the node’s surface. This feature does not create a particle stream. When the emitter's associated object carries a → texture the particles will only be created in areas with texture values greater then 0.