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These tools create nodes that convert the object into a volume and cause it to continuously emit smoke/fire/liquid into a container.
"Source from Surface" and "Source from Volume" are similar, however "Source from Volume" requires that the selected geometry form a closed ("airtight") volume. "Source from Surface" can be used on both open and closed geometry.
See fluid sourcing for information on how the tool transforms the input object into a source for the effect.
This tool continuously generates fluid from the surface of an object, and is similar to Source from Volume. Both create a continuous flow of fluid; however, this tool is can be applied to both open and closed volume objects. Source from Volume cannot be applied to open objects, such as grids or curves because they do not have volumes.
Keep in mind, this tool generates volume based fluid, as opposed to the Emit Particle Fluid tool which generates particle based fluid.
If you are sourcing from an object that deforms, or collides with a deforming object, the solvers (smoke solver, fluid solver, and pyro solver) do not pay attention to the per-point deformation. You need to set the Velocity Type to Point Velocity, which is a parameter on the Fields ▸ Sources subtab of the solvers.
Using Source from X
Create an open geometry object within a container.
Select the geometry object to generate the source.
Click the Source from Surface tool on the Volume Fluids tab.
Select the container to put the source into and press Enter to confirm your selection.
The default Fluid Source surface node includes noise to create more interesting fluids. You can edit the parameter on the Fluid Source node’s Noise tab to change the source behavior.
To animate the source amount, keyframe the Scale source volume parameter on the Source Volume DOP in the DOP network.
The "source from" tools let you create and simulate multiple objects in a container, whereas the "from object" tools set the initial conditions from one object.
If the object is only partially inside the container, only the portion of the object inside the container’s boundaries is simulated.