< The scatter node can generate point clouds on the surface of mesh geometry or inside its volume. Here a scatter node creates points inside the volume of a deforming mesh geometry. This point cloud can be used in conjuction with pointCloudFluidEmitter to emit fluid from the entire volume of given geometry and not just from its surface.
Same for pointCloudField - we can affect dynamic properties of objects using the entire volume of object, but not just its surface points. Don't forget that we can transfer point attributes from the mesh surface to the point cloud using the attributeTransfer node - things like point colors, point velocities, etc.
< We can block out areas by painting weight maps (vertex colors) on the source mesh geometry, this way we can control where the scattered points go. In this example the scatter node creates points on the surface of deforming object. Notice how the point cloud is forming only around the white areas.
< Here we have a mesh cube with two faces deleted. The scatter node still figures out what the volume of the object is like and does the right thing. Also the scatter node has a feature that allows us to generate points only within specified range from the geometry surface.
< In general, geometry is never prepared for fluid emission. Modelers model things based primary on rigging, animation and lookdev needs. So we end up with too many, too few, or irregularly placed points.
In this example we have a box with 8 points only. If we decide to use the standard Maya fluid emitter, we have two options:
- emit from these 8 points - pretty useless
- emit from the entire surface
Here we can use fractal or bitmap textures to control the emission process, but they do not allow for localized control and do not react on other events in the scene. The solution is simple - we can use scatter node to resample the geometry. The result is regularly placed points on the surface of the object, inside its volume, or both.
Then the point cloud can be piped directly into apointCloudFluidEmitter node or go first through attributeTransfer node that can assign additional bits of data such as emission rate, density, fuel, temperature, color, etc., for more precise control over the emission process. Notice how the cube gets filled with points and the emission happens from the entire volume, but not just the poly faces or vertices. Also, there is a local override of the color emission in the right corner.