This tool continuously generates fluid from the points of an object and is similar to Source from Surface and Source from Volumes. When sourcing into a pyro or smoke simulation, a Pyro Source SOP is created to add the necessary point attributes to the input geometry, which are then converted into VDB’s by a Volume Rasterize Attributes node. Note that a volumetric object is required for sourcing a liquid simulation; as such, this shelf tool will behave the same way as Source from Surface when applied to a FLIP simulation.
The tool will create a setup tailored towards the simulation it is applied to.
In case of a smoke simulation, it will import
causing smoke to rise from the selected object. If applied to a pyro
simulation, the shelf tool will inject
temperature, turning the
surface into a flame source. Finally, the tool will add the necessary nodes
to continuously emit liquid into a FLIP simulation, similar to
Emit Particle Fluid.
Using Source from Points
Create an open geometry object within a container.
Select the geometry object to generate the source.
Click the Source from Points tool on the Populate Containers tab.
Select the container to put the source into and press Enter to confirm your selection.
If the object is only partially in the container, only the portion of the object that is within the container’s boundaries will be simulated.