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The emitter node is a dependency graph node to generate particles. The emitter type determines that the emitter is a pointEmitter, surfaceEmitter or curveEmitter. This is a "stub" version of the emitter for use in manips work.

Node nameParentsClassificationMFn typeCompatible function sets
fluidEmitterpointEmitterdrawdb/geometry/dynamics/emitterkFluidEmitterkBase
kNamedObject
kDependencyNode
kDagNode
kTransform
kEmitter
kFluidEmitter

Related nodes

rigidConstraint, dynBase, field, airField, turbulenceField, radialField, vortexField, newtonField, volumeAxisField, dragField, uniformField, gravityField, particle, rigidBody, geoConnectable, spring

Attributes (34)

densityEmissionMap, densityMethod, detailTurbulence, emissionFunction, emitFluidColor, fillObject, fluidDensityEmission, fluidDropoff, fluidFuelEmission, fluidHeatEmission, fluidJitter, fuelEmissionMap, fuelMethod, heatEmissionMap, heatMethod, inheritVelocity, motionStreak, normalizedDropoff, radiusPP, speedMethod, startFrameEmission, turbulence, turbulenceFrequency, turbulenceFrequencyX, turbulenceFrequencyY, turbulenceFrequencyZ, turbulenceOffset, turbulenceOffsetX, turbulenceOffsetY, turbulenceOffsetZ, turbulenceSpeed, turbulenceType, useDistance, useParticleRadius

Long name (short name)TypeDefaultFlags
fluidDropoff (fdo) double2outputinputconnectablestorablekeyable
Drop-off value for fluid emission. For volume emitters the dropoff specifies how much the emission drops off as you move away from the volume axis (dependent on the volume shape). For point, curve, and surface emitters the drop off is based on the emission point and radiates out from minDistance to maxDistance.
normalizedDropoff (nzd) booltrueoutputinputconnectablestorable
Make the fluid drop off fixed relative to the emitter scale, rather than to worldspace. In this fashion when the fluid and emitter are scaled together the overall simulation will remain unchanged. This also fixes an issue where cube volume emitters use a cylindrical dropoff pattern instead of a smooth dropoff of effect towards the cube boundaries.
useDistance (usd) boolfalseoutputinputconnectablestorable
Enable use of min/max emission distance attribute.
fillObject (fiob) boolfalseoutputinputconnectablestorable
With a surface emitter this emits inside the object instead of along the surface. It assumes that the mesh is closed with a well defined inside and outside. (any ray intersecting the mesh should go through an even number of surfaces)
turbulenceType (trt) enum0outputinputconnectablestorable
Determines what type of turbulence to apply to fluid emission. The default, "Gradient", applies turbulence that ranges smoothly through space. "Random" applies random turbulence.
fluidJitter (fjt) booltrueoutputinputconnectablestorable
Determines whether emission is based on random (jitter) or fixed (no jitter) sampling. The default, Jitter on, provides better anti-aliasting around the edges of the emitting volume. Jitter off works better with the Spring-Mesh solver (Ocean and Pond wakes), and reduces "sizzling" effects in the region of the emitter.
turbulence (trb) double0.0outputinputconnectablestorablekeyable
The intensity of a force simulating a turbulent wind that evolves over time.
turbulenceSpeed (trs) double0.2outputinputconnectablestorablekeyable
The rate of change of the turbulence over time. The turbulence loops seamlessly every 1.0/turbulenceSpeed seconds. To animate this rate attach a new time node to the time input and animate the time value on the time node.
turbulenceFrequency (tf) double3outputinputconnectablestorable
This controls how many repeats of the turbulence function fit inside the bounding volume of the emitter. Low values create a very smooth turbulence.
turbulenceFrequencyX (tfx) double1.0outputinputconnectablestorablekeyable
repeats in X of turbulence function.
turbulenceFrequencyY (tfy) double1.0outputinputconnectablestorablekeyable
repeats in Y of turbulence function.
turbulenceFrequencyZ (tfz) double1.0outputinputconnectablestorablekeyable
repeats in Z of turbulence function.
turbulenceOffset (to) double3outputinputconnectablestorable
This can be used to translate the turbulence within the volume. Animating it can simulate blowing turbulent wind.
turbulenceOffsetX (tox) double0.0outputinputconnectablestorablekeyable
translation in X of turbulence function.
turbulenceOffsetY (toy) double0.0outputinputconnectablestorablekeyable
translation in Y of turbulence function.
turbulenceOffsetZ (toz) double0.0outputinputconnectablestorablekeyable
translation in Z of turbulence function.
detailTurbulence (dtr) double0.0outputinputconnectablestorablekeyable
The relative intensity of a second higher frequency turbulence. This can be used to create fine features in large scale flows. Both the speed and the frequency on this second turbulence are higher than the primary turbulence. When the detailTurbulence is non-zero the simulation may run a bit slower, due to the computation of a second turbulence.
densityMethod (dmth) enum1outputinputconnectablestorable
Determines how to set values on the fluid. Add will continually add each step thus increasing with no limit on the total value in the fluid. Replace will move the value in the fluid towards the emission value. If the rate is 100 then it will set the fluid to the emission value in one frame if the frame is 24fps, while for smaller rate values it will more gradually adjust the fluid..
fluidDensityEmission (fde) double1.0outputinputconnectablestorablekeyable
rate of emission into the fluid density grid
densityEmissionMap (dem) double1.0outputinputconnectablestorablekeyable
This attribute can be mapped with a 2D texture to modulate the emitted density. When emitting off of a surface this will map to the uv coordinates of the surface. Volume emission uses projections that match the volume shape. Cubes are mapped with planar projections and spheres with spherical projections. The density emission value is multiplied by the texture value.
heatMethod (hmth) enum1outputinputconnectablestorable
Determines how to set values on the fluid. Add will continually add each step thus increasing with no limit on the total value in the fluid. Replace will move the value in the fluid towards the emission value. If the rate is 100 then it will set the fluid to the emission value in one frame if the frame is 24fps, while for smaller rate values it will more gradually adjust the fluid.
fluidHeatEmission (fhe) double0.0outputinputconnectablestorablekeyable
rate of emission into the fluid temperature grid
heatEmissionMap (hem) double1.0outputinputconnectablestorablekeyable
This attribute can be mapped with a 2D texture to modulate the emitted temperature. When emitting off of a surface this will map to the uv coordinates of the surface. Volume emission uses projections that match the volume shape. Cubes are mapped with planar projections and spheres with spherical projections. The heat emission value is multiplied by the texture value.
fuelMethod (fmth) enum1outputinputconnectablestorable
Determines how to set values on the fluid. Add will continually add each step thus increasing with no limit on the total value in the fluid. Replace will move the value in the fluid towards the emission value. If the rate is 100 then it will set the fluid to the emission value in one frame if the frame is 24fps, while for smaller rate values it will more gradually adjust the fluid.
fluidFuelEmission (ffe) double0.0outputinputconnectablestorablekeyable
rate of emission into the fluid reaction grid. This is similar to emitting a fuel.
fuelEmissionMap (fem) double1.0outputinputconnectablestorablekeyable
This attribute can be mapped with a 2D texture to modulate the emitted fuel. When emitting off of a surface this will map to the uv coordinates of the surface. Volume emission uses projections that match the volume shape. Cubes are mapped with planar projections and spheres with spherical projections. The fuel emission value is multiplied by the texture value.
emitFluidColor (efc) boolfalseoutputinputconnectablestorable
Use particle color to emit color into the fluid color grid
emissionFunction (ef) functionNULLoutputconnectablehidden
Function attribute the connected fluidShape uses to get emission from this node.
speedMethod (smth) enum0outputinputconnectablestorable
Determines how to set velocity on the fluid. Add will continually add velocity each step thus increasing with no limit on the total value in the fluid. Replace will move the velocity in the fluid towards the speed value. If the rate is 100 then it will set the fluid to the emission speed in one frame if the frame is 24fps, while for smaller rate values it will more gradually adjust the fluid.
inheritVelocity (invl) double0.0outputinputconnectablestorablekeyable
This is the rate at which the fluid velocity is set to the translational velocity of the emitter. The emitter velocity is multiplied by this value then added to the emission speed. This only has an effect is the position of the emitter is animated. It also picks up on particle velocities if one is emitting from a particle object into a fluid.
motionStreak (mstr) boolfalseoutputinputconnectablestorable
This smoothly streaks moving emitters into the fluid. If this is off then a fast moving emitter can leave discreet stamps of emission into the fluid or miss the fluid entirely. It properly handles moving emitter nodes, deforming surface and curve emitters as well as particle streaks. It also antialiases the emission stamp into the fluid, such that no jitter is used for omni and an particle emission. As well the emission stamp will emit proportionatly less into the fluid when the emission radius is less than the size of a voxel.
startFrameEmission (sfe) enum0outputinputconnectablestorable
Determines whether to emit on the start frame, only the start frame or on all frames. By default the fluid is simply cleared to the initial state on the start frame.
useParticleRadius (uprd) boolfalseoutputinputconnectablestorable
For particles emitting into a fluid, this will enable control of the emission radius on a per particle radius. Otherwise the radius will be the maxDistance attribute value.
radiusPP (rdpp) doubleArrayemptyinputconnectablestorable
Radius per-particle array. It is connected with its owner object. If aUseParticleRadius is true, this node will use radiusPP.