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The Source controls the emission of fluid and where the fluid emits from, so that the simulator knows where in 3D space the fluid can be born.

An Emitter can be geometry and/or particles, and is what actually emits the fluid inside the simulation grid. The emitter(s) must be selected by the Source in order to emit fluid inside the simulator.

The Source also contains its own settings that determine how much fluid is emitted, what is emitted, and so forth. A Fire Source can be used to emit fluid into a Fire/Smoke Simulator using any of the Source's Grid Channel options, and can also emit fluid for multiple channels at once.

This includes emitting Temperature, Smoke, an RGB color, as well as particles such as Drag particles, which are dragged along with the fluid. Drag particles can be used to simulate effects like embers, wispy cigarette smoke, dust or sand.

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If you have many Simulators in the scene, by default each Simulator will interact with a Source's Emitter Nodes, as long as they are inside that Simulator. You can exclude Sources or Emitters from a Simulator's Scene Interaction rollout.

Note that if you switch to the Include List mode, you need to pick both the Source and its Emitter Nodes in the Interaction List for them to interact with the sim.

The Source can emit in three different Emit Modes:
  • Surface Force creates fluid only at the surface of emitters
  • Volume Brush fills the entire volume of emitters
  • Volume Inject fills an emitter’s volume while adding pressure for an explosive effect

 

You can also use textures as masks for each of the emission channels, to create more interesting emission behaviors, with more variation. Specifically, Masks make it possible to emit unevenly from only some areas, or emit unevenly from the entire volume of an emitter.

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Using textures as masks can help to break up the emission, and can lead to a more varied or natural looking result.

For example, you could use a black and white noise texture as a Mask when emitting Smoke, to make it so that the black parts of the texture emit nothing, while the white parts emit smoke.

Additionally, each channel can have one or many Discharge Modifiers. They can give you more precise procedural control over how the fluid gets emitted.

Discharge modifiers vary the emission over different parts of the emitter, depending on the properties of the emitter - e.g. the direction of its Normals, the speed of movement at each point of an animated emitter, etc.


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titleUI Path: ||Create panel|| > Helpers > Phoenix FD category > PHXSource button

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Emitter Nodes

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Non-Phoenix particles, such as Particle Flow or tyFlow particles, can also act as emitters for a Phoenix Source. They can emit from a spherical 3D shape, or from instanced geometry.

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Emitter Nodes | sources – Specifies a list of objects that will emit fluid. Both geometry and particle systems can be selected here. Press the Add button and pick an object from the Viewport, or a list of objects using the Scene Explorer.

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General

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Fluid can be emitted from a geometry’s surface, or from the entire volume of an emitting geometry.

Note that if the Emit Mode is set to Volume Brush or Volume Inject, and you have a Texture Mask using either Explicit Map Channel or Vertex Color Channel mapping, then the Mask will be applied on the whole volume, based on the closest geometry surface.

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