Dyverso Fill Object Emitter

Dyverso'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". You will also see an improved fluid-object collision with higher values. Once a force daemon, e.g. → "Gravity", is applied the fluid collapses and the space between the particles will be reduced. 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 requires a few simple preparation steps:

  1. Add the object you want to fill and create a copy with Ctrl/Cmd + D. The copy will be used to specify the fluid's volume.
  2. Detach the copied object from the main → hub of the → "Relationship Editor by selecting and deleting the appropriate connection/line with the Del key.
  3. Set the copy's Node Params > Volume > Volume mode to "Solid inside".
  4. Set the original object's Node Params > Volume > Volume mode to "Solid outside".

 

Every object has its own "Volume mode" options.

 

Now attach the copied object to the emitter. 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.

 

Imported objects cannot be cloned or copied inside RealFlow. In this case, create the copy directly inside your 3D program and export both objects.

 

 

The scene is ready to be simulated.

You might ask why it is necessary to use two objects? The reason is that "Fill Object" does not use a geometric method to fill a volume, but distance fields. Fields are much faster and more reliable than a geometric approach. This means that a few extra clicks will help you to save lots of simulation time.