This tool continuously generates fluid from the surface of an object and is similar to Source from Points and Source from Volumes. Sourcing is done in a thin shell around the surface of the selected geometry. If sourcing into a pyro or smoke simulation, thickness of the shell can be controlled by adjusting Particle Separation on the Pyro Source node. With liquid simulations, the created FLIP Source SOP has a Shell Thickness parameter that directly controls its namesake.
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 Surface
Create an open geometry object within a container.
Select the geometry object to generate the source.
Click the Source from Surface 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.