“Object” is a volume emitter. 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.
In RealFlow | Cinema 4D it is possible to use multiple "Scene" trees in the same project:
- To link the emitter to a different scene tree dragging the appropriate "Scene" node to this field
- Furthermore you have direct access to the selected "Scene" tree's → "Solver", → "Cache", and → "Display" tabs. For descriptions of these parameters follow the links.
To link the emitter to a "Fluid" drag the appropriate "Fluid" node(s) to this field.
To learn more about how to link RealFlow scene elements and make them interact take a look at the → "Manual Linking" page with examples.
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.
You can drag any closed object to this field to emit particles from its polygons or vertices, but only one node per emitter is allowed:
- Cinema 4D's “Polygon Selection” tag is supported.
- If the polygon selection has changed it is necessary to reattach the object.
- Object deformation is recognized and affects emission.
When the body's polygons are very small it might happen that you will not get any particle emission. To fix this, increase the "Fluid" container's "Resolution" to create more particles. You may need very high settings (> 100 or more).
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.
Use this option to avoid patterns and regular structures by displacing the particles randomly at creation time. The value ranges from 0 to 50.
Here you determine how far away the particles should be from the object’s surface during birth.
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.
The emission object can be animated, and RealFlow | Cinema 4D takes a certain amount of the object's velocity and transfers it to the particles during the state of creation.
This function should be used when the emission appears to random or fuzzy.
With a texture it is possible to create particles in certain areas on the object's surface:
- Particles are only created in areas with texture values (“Color”) greater than 0.
- Texture tags and projection methods are not evaluated – the emitter uses UVWs only.
- Cinema 4D's built-in procedural shaders (e.g. noise) are supported, and animation will be considered.
- Read more under → "Image and Object Emitters".
Choose, if you want to emit from the object's vertices or polygons. Cinema 4D's “Polygon Selection” tag is supported.