SPH Fill Object Emitter
The standard particle engine's → "Fill Object" emitter is used to fill closed objects. When applied the emitter creates a regular particle matrix – the number of particles depends on the associated domain's → "Resolution" parameter. As you can see below, the distance between the particles decreases with higher "Resolution". Once a force daemon, e.g. → "Gravity", is applied the fluid will collapse and reduce the space between the particles. Therefore, the final fluid volume will always be smaller than the initial volume.
Filled objects with "Resolution" settings of 1, 10, and 100. Higher settings create more particles.
Applying the "Fill Object" Emitter
The usage of the "Fill Object" emitter is straight forward. You simply have to add the object you want to fill:
With the help of the "fill [axis] ratio" parameters it is possible to determine the filling level in each spatial direction. Alternatively you can disable the "Fill Volume" checkbox, and activate the "Particle layer" option instead. With this method the object's surface will be covered with particles. The polygons' edges are not considered and you will see gaps in these areas:
The scene is ready to be simulated.
How to Fill Open Objects
- A) Open singled-walled objects like glasses cannot be filled, because here it is not possible to differentiate between the body's inside and outside.
- B) If the object is double-walled then the space between the inner and outer surface will be filled.
- C) To bypass this limitation create a closed model of the volume you want to fill, and place it inside the glass, vase, etc. This helper object is then being filled with the "Fill Object" emitter.
A) Open single-walled B) Open double-walled object C) Open object with proxy to define the fluid volume
Do not forget to remove the helper from the → "Relationship Editor's" main → "Hub" node, because otherwise the fluid will be captured inside this object: