pbd source

 

Liquid can be added to the simulation by using this source only.

 

 

Enable Disable this node to disable source.

 

PhysX Sim - Select the PhysX simulation.

 

#Input (Objects) - This pin is by default set to Objects where liquid will be generated on objects from the list. If you right click on this pin you can change it to Input (Shape) which will then use particle shape or particles to generate liquid.

 

PhaseID Each liquid simulation can include multiple non-mixing liquids. These liquids are defined by the PBD Liquid Phase node, and the Phase ID number must match one of the defined phases.

 

 

Objects

Objects by RegEx - You can use regex (regular expressions) to select objects in the scene. This is a very powerful tool to automatize the process.

 

Objects - List of objects that you want to use. Double click on object name to remove it from the list or use Remove button. You can select multiple objects.

 

Animated Mesh - Enable this option if objects are animated in any way. Keeping this option disabled results in faster computations.

 

 

 

 

 

 

 

Generate

 

Use Part Shape This option is enabled only when the input is set to Particle. In this case, users can choose whether to create liquid based on the particle shape or have the particle itself represent a liquid drop.

 

Source Type There are three source types that user can select:

 

  • Volume Liquid particles are added throughout the object`s volume, creating a steady flow of particles.
  • Volume Pressure Liquid particles are constantly added thus creating the positive pressure inside the object.
  • Surface – Liquid particles are added to the surface of the object. This option includes additional parameters that allow users to filter source locations on the surface.

 

Time Start Source will be active from this frame until the Time End.

 

Time End Source will be active from Time Start to this frame.

 

Pressure /s This option is available only when the source is in Volume Pressure mode. It specifies the number of additional particles created per second.

 

Liquid Density This property is crucial if you have dynamic objects within the PhysX simulation. These objects will float or sink depending on object-liquid density ratio.

 

Speed units/s Define initial liquid speed.

 

Direction Define initial liquid velocity direction.

 

Source Velocity % Use this value to control the amount

 

AutoSeed - Using this option will make each PBD Source node generate different patterns even if the seed number is the same.

 

Seed - Random number generator seed. Change this value to get different pattern.

 

 

Location Filtering

Use Texmap Enable this option to use texture to control liquid emission locations.

 

Texmap - Texture to retrieve color from.

 

UVW Map Channel - Mapping channel for Texmap evaluation.

 

Map Color Liquid particles will be created only on locations where texture color matches this color.

 

Map Color Thresh - Map Color threshold.