DyEmitters - 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.
Type
Toggle the emitter's 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.
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:
- In order to fill a closed object it is necessary choose an appropriate "Fill mode".
- As soon as a force (e.g. a "Gravity" daemon) is acting on the particles, they will start to collapse. The original volume will not be maintained!
- You have to simulate for a certain time to let the fluid particles settle.
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.
Fill mode
The effect of this option is based on an object's → "Volume mode" settings ("Shell", "Solid inside", "Solid outside"):
- With "Fill solid region" an object's inner area will be filled.
- "Fill non solid region" adds particles outside the volume.
Fill surface offset
By defining an offset (positive or negative values in metres) it is possible to shrink or expand the particle volume.
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.