Object Source

 

 

The FumeFX Object Source lets the user build any geometry within their scene to be used as a component within their FumeFX simulation. In many cases, the objects selected within the Object Source gizmo are going to be the ignition source of the fire and smoke. Other times, they will be used to affect other fuel sources within the simulation. The rollout contains basic parameters for your object source.  As mentioned before, all of its controls are available in both the Create/Modify Command Panel (by selecting the Object Source gizmo), as well as within the FumeFX Attribute Editor

 

To be able to add geometry node to the FumeFX simulation as a source, user has to select the geometry and FumeFX and from the FumeFX shelf select ???Create Object Source??? option .

 

Once attached, a ??????_sourceProxy??? node will be created in the scene and you can select it in the Outliner as shown on the image below.

 

 

You can also create an Object Source from the FumeFX menu and select Object Source.

Source will be created automatically and its parameters will be presented within attribute editor.

 

Active - You can turn this source on/off using this checkbox.  You can also animate this checkbox.

 

Icon Size - Use this to modify the size of the icon - the object source's symbolic representation in the viewport.

 

Free Flow - If you check this, source parameters will still influence channel values, but the source, itself, will behave just like fluid.  As a result, the source's velocity will not interrupt fluid movement in any way.

 

Source Type - The type chosen affects how the source volume is treated:

 

Volume fills the entire volume of the object.

Shell fills only the surface of the object.

Solid fills only the surface of the object; the interior is interpreted as a solid object, so nothing can pass through it.

 

Rate  - This is a multiplier for all the emission parameters. Using this parameter you can easily scale up or down all emitted values.

 

Note: Be aware that this source type only works with geometry. You cannot select particle systems with this source type, nor can you choose forces, other helpers or non - geometry types. NURBS and Polys are all acceptable. Rigid and Soft Body Dynamics should be cached before using within the FumeFX simulation.

 

 

Fuel, Oxygen, Temperature, Smoke and Color

Each of these channels has similar set of parameters. These parameters work as a kind of mixing board, allowing you to balance and adjust the basic way in which different channels will affect your FumeFX simulation.

 

Type - Click the Set button to choose the type of affect that the source will have on that channel. When you click on it, you will get the following pop - up menu:

 

 

Disabled - The source won't change that channel.

Add - The source adds values to voxel (v + value = amount).

Set - The source sets the voxel at a value (v = amount).

 

Amount - This is the amount that is set or added to each voxel.

 

Source controller - This button has a dash on it and resides next to the Amount Spinner. Click here to learn more about Source Controllers.

 

Map Source - With this option, you can use a procedural 3D texture map as a mask for the value that is set.  Click the Disabled button to enable/disable, or to choose Source from Red Channel, Source from Blue Channel, Source from Green Channel, or Source from Intensity as shown below. Once active, the map slot below this button will become active and ready for the user to select the map.

 

 

Map - With this option, you can use a procedural 3D texture map as a mask for the value that is set.

 

Velocity

Object - Use the spinner to select a multiplier value for the object's movement.

 

Normal - This is the velocity multiplier in the object's face normal direction. It is possible to use a map to modulate the velocity's value.

 

Map Source - With this option, you can use a procedural 3D texture map as a mask for the value that is set.  Click the Disabled button to enable/disable, or to choose Source from Red Channel, Source from Blue Channel, Source from Green Channel, or Source from Intensity as shown below. Once active, the map slot below this button will become active and ready for the user to select the map.

 

Map - With this option, you can use a procedural 3D texture map as a mask for the value that is set.

 

Source controller - To the right of the Velocity spinners is a button with a dash on it. This is where you can access the Source Controller options for the velocity parameters. Click here to learn more about Source Controllers.

 

N-D Bias  - This parameter defines the bias value between Normal velocity and Directional velocity. Value of 0 means that the contribution from Normal velocity will be 1.0 and contribution from Directional velocity will be 0.

 

Directional  - The velocity is calculated from the colors from the Map.

 

Map  - Map used to provide directional velocities.

 

Note: Velocity parameters cannot have negative values.

 

 

Turbulence Rollout

Use these parameters to add irregularities to all source added values.

 

Amount - This sets the overall amount of irregularities on a scale from 0 - 1.

 

Scale - This value defines noise scale.

 

Frames - This value sets the speed of change per amount of Frames.