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Source from Volume shelf tool

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

This tool can be applied, for example, to objects such as taps or candle wicks as it creates a continuous flow of fluid. This tool is similar to Source from Surface. Both create a continuous flow of fluid; however, this tool is applied to closed volume objects. It will not work with open volume objects, such as grids or curves.

Keep in mind, this tool generates volume based fluid, as opposed to the Emit Particle Fluid tool which generates particle based fluid.

Tip

If you are sourcing from an object that deforms, or collides with a deforming object, the solvers (smoke solver, fluid solver, and pyro solver) do not pay attention to the per-point deformation. You need to set the Velocity Type to Point Velocity, which is a parameter on the Fields ▸ Sources subtab of the solvers.

Using Source from Volume

  1. Create a geometry object with a closed volume 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 Volume 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 Volume 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.

See also

Shelf tools

Using the shelf

  • Customize the shelf

    How to change the look of the shelf, change and rearrange its contents, and create your own shelf tools.

Shelf tabs

  • Create tab

    Tools on the Create tab let you create and place primitives, curves, and null objects in the scene view.

  • Modify tab

    Tools on the Modify tab let you easily customize objects in the scene view.

  • Model tab

    Tools on the Model tab let you edit objects in the scene view.

  • Polygon tab

    Tools on the Polygon tab let you modify polygons in the scene view.

  • Deform tab

    Tools on the Deform tab let you deform objects in the scene view.

  • Texture tab

    Tools on the Texture tab let you texture objects in the scene view.

  • Rigging tab

    The Rigging tab contains tools for creating premade rigs.

  • Muscles tab

    The Muscles tab contains tools for creating muscles.

  • Characters tab

    Tools on the Character tab let you create characters in the scene view.

  • Constraints tab

    Tools on the Constraints tab create a constraint network where you can constrain objects to each other in the scene view.

  • Hair Utils tab

    Инструменты на вкладке Hair Utils позволяют быстро настроить волосы или шерсть на объектах.

  • Guide Process tab

    Инструменты на вкладке Guide Process влияют на положение и ориентацию волос, добавляя атрибуты на поверхность кожи при помощи рисования.

  • Guide Brushes tab

    Инструменты на вкладке Grooming позволяют добавлять волосы и напрямую на них воздействовать.

  • Terrain FX shelf tab

  • Cloud FX tab

    The Cloud FX tab contains tools for creating cloud effects.

  • Volume tab

    The Volume tab contains tools for creating volume effects.

  • Lights and Cameras tab

    Tools on the Lights and Cameras tab let you create and place lights and cameras in the scene view.

  • Collisions tab

    Tools on the Collisions tab let you create collision objects in the scene view.

  • Particles tab

    Tools on the Particles tab let you create dynamic particle simulations.

  • Grains tab

    The Grains tab contains tools for simulate grains of sand and other granular matter.

  • Rigid Bodies tab

    Tools on the Rigid Bodies tab let you create dynamic RBD objects in the scene view.

  • Particle Fluids tab

    Tools on the Particle Fluids tab let you create particle based liquids in the scene view.

  • Viscous Fluids tab

    Viscous fluids are FLIP simulations that use a temperature attribute to drive viscosity.

  • Oceans tab

    The Oceans tab contains tools for creating ocean simulations.

  • Fluid Containers tab

    The Fluid Containers tab contains tools for creating pyro, smoke, and liquid containers.

  • Populate Containers tab

    The Populate Containers tab contains tools for creating and removing fire, smoke, and liquid.

  • Container Tools tab

    The Container Tools tab contains tools for manipulating fire, smoke, and liquid.

  • Pyro FX tab

    Tools on the Pryo FX tab let you create simulated smoke and fire effects.

  • Cloth tab

    Tools on the Cloth tab let you create and constrain cloth objects in the scene view.

  • Solid tab

    Tools on the Solid tab let you create and modify solid objects.

  • Wires tab

    Tools on the Wires tab let you create flexible dynamic objects in the scene view.

  • Crowds tab

    The Crowds tab contains tools for creating crowds, crowd behaviors, as well as examples.

  • Drive Simulation tab

    Tools on the Drive Simulation tab let you manipulate dynamic objects in the scene view.

Technical