Source from Objects

Continuously generates smoke, fire, or liquid from an object in a container.

See also: Smoke from Object, Burn from Object, Liquid from Object, Sink from Object 4 more , Pump from Objects, Smoke Object, Fluid Object, Seed Vorticles

This tool can be applied, for example, to objects such as taps or candle wicks as it creates a continuous flow of fluid. Keep in mind, this tool generates volume based fluid, as opposed to the Emit Particle Fluid tool which generates particle based fluid.

Using Source from Objects

  1. Create a geometry object within a container.

    For more information on containers see: Smoke Container, Flamefront Container, and Liquid Container.

  2. Select the geometry object to generate the source.

  3. Click the Source from Objects tool on the Volume Fluids tab.

  4. Select the container to put the source into and press Enter to confirm your selection.

Note

To turn off the continuous flow of fluid, set the Activation to 0 on the Source Relationship node in the AutoDopNetwork. You can keyframe this parameter to control when the fluid is emitted.

This tool is different than using Smoke from Object, Burn from Object, and Liquid from Object because it emits fluid continuously. It also useful as it allows you to create and simulate multiple objects in the container, whereas the other tools set the initial conditions from one object.

If the object is only partially in the container, only the portion of the object that is in the container’s boundaries will be simulated.

This tool is similar to Sink from Objects and Pump from Objects as it converts a geometry object into a dynamic object with a Merge node that has a default Relationship. Changing the Relationship field in the merge node will change the action of the tool. For example, you can change a Sink from Object to a Source from Object by changing the Relationship from Sink Relationship to Source Relationship in the drop-down menu.

You can control the behavior of the fluid by editing the parameters of the fluid object. For more information on editing specific parameters, see the Smoke Object and Fluid Object node help.

Note

Fire and smoke are both created by the Smoke Object node. They simply have different default parameters.