Emission

Shape

The emitter offers the two shapes Rectangle and Circle as emitter shapes, each of which can be individually configured in width and height. The following numerical values or the handles on the shapes can be used directly in the viewports.
In terms of function and operation, these correspond to the corresponding shapes that are also available on a Basic Emitter. As there, the particles emerge from these shapes in the direction of the positive Z-axis of the emitter. Restrictions on the density and the area within these surfaces where new particles are to be created can be specified using the separate Distribution setting.
Note that the selected size of the emitter shape can also have an effect on the speed of the dispensed liquid if Volume is used for In Flow. In this setting, a space is defined in front of the emitter that is to be filled by the liquid every second. With larger emitter shapes, the vertical distance from the emitter that must be overcome by the liquid is reduced for the same Volumevalue. The liquid therefore exits the emitter more slowly in the same period of time compared to a small emitter surface.

Size[XYZ m]

These values correspond to the dimensions of the selected Shape and can also be edited directly in the views by moving the handles on the emitter display. Adjust the sizes accordingly so that the emitter shape indicates the cross-section, e.g. of the water pipe or hose from which the liquid is to emerge. By the way: the speed of the particles can also be controlled directly via a handle if the separate option for Show Handle is activated within the Emission settings.
Note that the selected size of the emitter surface can also have an effect on the speed of the dispensed liquid if Volume is used In Flow. In this setting, a space is defined in front of the emitter that is to be filled by the liquid every second. With larger emitter shapes, the vertical distance from the emitter that must be overcome by the liquid is reduced for the same Volume value. The liquid therefore exits the emitter more slowly in the same period of time compared to a small emitter surface.




Pattern

Vertical view of a circular emitter with the Pattern specifications Random, Grid and Sphere Packing (from left to right).

Various pattern types are available here to determine how the new liquid particles should be positioned on the emitter surface when they are created. Since particles with liquid properties automatically react to their neighbors with attraction or repulsion, Grid and Sphere Packing patterns are particularly recommended here, which can avoid or at least reduce overlaps and collisions in the formation phase of new particles:

The Grid and Sphere Packing Patterns also offer a Jitter value that can be used to make the regularity of these arrangements more random again. However, as the Jitter value increases, the risk of repulsion of neighboring liquid particles due to collision or overlapping also increases.

Jitter[-∞..+∞%]

This percentage value indicates the maximum deviation from the starting position of the liquid particles specified by the Pattern. This variation option is only available for the Grid and Sphere Packing Patterns and is then recalculated for each simulation frame. Please note that larger Jitter values also have a correspondingly higher risk of the liquid particles overlapping with their neighbors, which can lead to correspondingly stronger rejection reactions. Larger Jitter values then make the distribution appear to be in Random Pattern mode.

The following video shows a vertical view of two disk-shaped emitters using the Grid (left) and Sphere Packing (right) Patterns. In the course of the video, Jitter is animated between 0% and 100%.





Enabled

This option is used to enable or disable the Emitter. Only when enabled will the subsequent settings be evaluated, with which, for example, the time of the first emission or the number of particles created are defined. Animating this option can be used, for example, to start and stop an emission individually.

Start Frame

Here you can define the first animation frame from which particles should be created.

Packing[-∞..+∞%]

This value is used to set the desired particle density, i.e. indirectly also to select the number of particles on the emitter. The animation of this value enables e.g. also the slow rise and fall of a water jet. The actual number of new particles produced per time unit can also be influenced by the In Flow setting. Note that higher Packing values, even for the regular Grid and Sphere Packing Patterns, are known to lead to collisions and overlaps of the newly generated liquid particles, as no more free space can be found on the emitter surface or in the emitted volume.


Vertical view of a circular emitter, in the top row with a Random arrangement, below with a Sphere Packing of the liquid particles and the respective Packing density values 50%, 100%, 200% and 300% (from left to right). At values above 100%, overlapping of the liquid particles can no longer be avoided, even with the ordered Grid and Sphere Packing Patterns.

Emission Mode

The creation of particles can be controlled at different times. Three modes with individual settings are available for this:

In Flow

This mode defines how the volume flow and the speed of the liquid particles are to be specified:

Speed[0..+∞m]

If In Flow Speed is selected, enter the absolute speed for the emitted liquid to be covered per second here. Please also note the option for Show Handle, which allows you to set this value interactively in the views.

Volume[0..+∞m]

For In Flow Volume, the size of the volume to be filled with the liquid per second can be specified. The value describes the vertical distance from the emitter. The Size.X and Size.Y values of the emitter shape complete the remaining two dimensions of the volume to be filled. With larger emitter shapes, the vertical distance from the emitter that must be overcome by the liquid in the same period of time is reduced for the same Volume value. The liquid therefore exits the emitter more slowly compared to a small emitter surface.

Per Frame / Per Second

These modes are available after selecting In Flow Volume. The selection of these modes is extremely important because they determine whether the Volume is to be filled per animation frame or per second.

Show Handle

For interactive Speed adjustment, a handle can also be displayed directly on the emitter in the viewports, which can then be operated with the mouse. The distance of the handle from the emitter shape then indicates the distance traveled by the particles per second.

Range

Duration

If the Constant Emission Mode has been selected, a Duration can be set by activating the Range option, after which the emission is automatically stopped.
In Pulse Emission Mode, the period of active emission is also set here, but the emission is not completed afterwards, but is repeated again after the specified waiting time.

Gap

In Pulse Emission Mode, enter the gap between the cycles in which particles are created here.

Distribution

In Pulse Emission Mode, this curve can be used to control when the particles should be generated within the active Emitter cycle. The left edge of the curve controls the number of particles at the start of a cycle and the right edge controls the number of particles at the end of the active cycle. The height of the curve represents the density or quantity of particles produced. The following videos provide two examples. Identical settings were used in each case. The only difference is the use of different Distribution curves.



The operation of the spline element corresponds to that of other places in Cinema 4D and is therefore not listed here again.

Click here to see a description of the Spline control.Closed

In general, you can remember that existing points on the curve can simply be grabbed and moved with the mouse when operating spline control elements. You will also find input fields below the spline for exact positioning if you click on the small arrow to the left of the function graph. The exact Y-position of a point can also be entered directly in the function graph by double-clicking on the point.
In the area below the function graph, you can control the Interpolation for each selected spline point, e.g., to work with tangents or hard interpolated points.
New points can be created by Ctrl-clicking or Cmd-clicking on the curve. Existing points can be selected by clicking on them and then deleted again by pressing the Del key.

You can also select several spline points at the same time by:

  • Dragging a rectangle selection with the left mouse button held down (the keys described in the next point also work here)
  • Adding several points to a selection one after the other by holding down the Shift key. Items that have already been selected can also be deselected again with Ctrl/Cmd clicks.

Common curves can be called up directly by right-clicking on the graph and then navigating to the Spline Presets submenu in the context menu. You will also find a Load Preset... button under the spline curve to load previously saved spline curves directly. You can also save your own curves at any time via Save Preset....
In general, you will also find many other helpful functions in the right-click context menu, e.g., for duplicating and mirroring a spline or for activating standard interpolations for individual points (submenu: Point Types).


The Spline Control Element

Each spline point that is using Spline Interpolation offers tangents that can be used to influence the course of the curve in the immediate vicinity of the point. Tangents always start at the spline point and have a handle at the end that can be grabbed and moved with the mouse.

Moving the tangent end points is supported by the following keys:

  • Shift: The moving half of the tangent can be changed independently of the opposite side (i.e., the tangent can be broken). If you want to undo the 'break', deactivate the Break Tangent option below.
  • Ctrl/Cmd: The tangents can only be changed in length, but not in angle. You will also find a Lock Angle option below the graph.

You can find options for each of these functions below, which you can use to set this permanently for each spline point. These options can then be used, for example, to lock an existing angle between broken tangents(Keep Visual Angle) or you can only edit the angle of a tangent, but no longer its length(Lock Length).

Some keyboard shortcuts also work, such as 0 (to set the Y component of the tangents to 0) or L (to set the X component of the tangents to 0).

The curve can also be moved as a whole using the mouse. To do this, simply grab the curve directly with the mouse between the spline points. For this to work, the Move Curves option must be active, which you can access by right-clicking on the function graph in its context menu.
If the option for Min/Max Lines is also active in the context menu just mentioned, the lowest and highest Y value of the curve is displayed with a horizontal dashed line. These dashed lines can then also be moved vertically with the mouse in order to scale the amplitude of the curve as a whole.

Within the graphical spline display, the hotkeys '1' (Move) and '2' (Scale) or the middle mouse button can be used to zoom in on specific areas. If you find the function graph display too small, you can use the button for Show in Separate Window below to open a window that can be scaled as required, where you can then fine-tune the curve to your heart's content.

Let's now take a detailed look at all the parameters of the Function Graph element:

Point X

Point Y

The coordinates of a selected spline point are displayed here. You can also edit this position directly here.

Lock X

Lock Y

This locks the respective coordinate component to prevent unwanted changes to it. These options can be set separately for each spline point.

Interpolation

Here you specify the type of interpolation (curve shape) to the next point for selected points:

  • Spline: The shape of the curve can be customized using tangents. The tangent always appears on the right-hand side of the selected point and on the left-hand side of the neighboring point to the right, e.g., if the first point of a spline is using Linear Interpolation and the second point is using a Spline interpolation, you will only find a right-hand tangent at the second point and a left-hand tangent at the third point.
  • Cubic: Results in a harmonic curve through the spline points without overshoots. No tangents are used.
  • Linear: A linear point always shows a straight connecting line to the following point, regardless of the interpolation used there.

If you right-click in the function graph, you can also choose common curve transitions for selected points in the context menu that opens under Point Types.

Tangent Left X / Left Y

Tangent Right X / Right Y

The tangent end points can be set numerically here.


For each spline point that uses Spline Interpolation, the following four options can be used to lock individual properties of the tangents;

Break Tangent

The left and right tangents can be processed independently of their counterparts.

Keep Visual Angle

The angle between the left and right tangent remains constant when working on one tangent (if possible), i.e., the other tangent moves with it.

Lock Angle

Tangents can only be changed in their length.

Lock Length

Tangents can only be rotated around their origin and remain unchanged in length.

Show in Separate Window

The function graph is opened in a separate, freely scalable window. You can scale it up to screen size and then fine-tune the curve.

Load Preset...

Save Preset...

Spline presets can be saved for later use.

Spline curves can be saved and loaded with these two commands.

Click on Load Preset... to open a small selection window where you can load the corresponding preset by simply double-clicking (see image above).

When the Save Preset... command is executed, a small dialog opens in which the desired name of the spline preset and other information can be entered. This means that your current spline curve can be permanently saved and reloaded at any time wherever comparable Function Curve controls are used in Cinema 4D. All presets are managed via the Asset Browser.

General details regarding the Preset System in Cinema 4D can be found there.

However, function curves can also be exchanged between different objects and dialogs without the use of saved presets. To do this, right-click on the term Spline (to the left of the curve) and select Copy in the context menu that pops up. You can then right-click on another Function Curve element and select Paste to transfer the spline curve.

Context menu

Right-click on the function graph to open a context menu with the following entries:

Frame All

If you have zoomed to a specific point, this command will show the complete spline curve including points.

Frame Selected

All selected curve points are displayed in maximum size.

Enable Snap

Spline points snap onto the grid points.

Min/Max Lines

Minimum and maximum values along the Y axis of the curve are displayed as horizontal, dashed lines. These dashed lines can also be moved vertically with the mouse in order to influence the amplitude of the curve without having to move all points separately.

Move Curves

If you click exactly on the spline curve, you can move the entire curve by holding down the mouse button (if this option is activated; otherwise only if all points are selected).

Rolling Curve

If this option is activated, the curve (if it is moved horizontally as a whole) can be moved out over the ends of the function graph on the left and right. Points that leave the graph appear again on the opposite side.

Link End Tangents

Imagine the first and last points overlapping to form a single point. The activated option then ensures an unbroken pair of tangents, i.e., the two tangents lie exactly opposite each other on a straight line. This is often necessary for functions where the beginning and end merge.

Link End Positions

If this option is activated, the spline start and end points are always at the same height.

Zero X (Tangent)

Zero Y (Tangent)

This sets the X or Y component of the tangent to zero. You then have a vertical or horizontal tangent. The shortcuts 0 (for the Y-portion of the tangents at the selected point) and L (for the X-portion of the tangents at the selected point) have the same effect.

Reset

This resets an existing curve to a linearly increasing curve with a start and end point.

Select All

Selects all points on the spline curve.

Spline Presets

You can select a number of predefined spline shapes here, which are then generated by creating several spline points. The previously displayed spline is replaced.

For Custom see Formula.... Spline shapes can be created here according to a formula to be entered.

Point Types

Here you can select a number of common tangent constellations for the selected points.

Set to Maximum

Set to Minimum

This can be used to move selected points either to the upper edge (Set to Maximum) or to the lower edge (Set to Minimum) of the graph. Warning! If no point is selected on the curve, the entire spline curve is moved to the upper or lower edge of the graph. Any existing tangents at the shifted points are automatically aligned horizontally, or the Y component of these tangents is set to 0.

Flip Horizontal

Flip Vertical

These commands mirror the existing curve on a straight line that runs through Y=0.5 (Flip Horizontal) or X=0.5(Flip Vertical) (i.e., a straight line in the middle of the graph in each case). These commands also work with a selection of spline points and can therefore also be used to mirror a curve section.

Double

If no point is selected, use this to compress the entire curve horizontally to half its width and copy this shortened curve to the second half. This results in a doubling of the curve. However, this command can also be executed for a point selection and is then limited to the selected curve section.

Symmetrize

This command works like Double, except that the curve to be copied is first mirrored horizontally. Here too, only a specific section of the curve can be mirrored symmetrically by selecting points beforehand.

Show in Separate Window

The function graph is opened in a separate, freely scalable window. You can scale this to screen size and then fine-tune the curve.

Seed[-2147483648..2147483647]

The liquid particles can be generated randomly on the emitter surface depending on the selected mode, and even if one of the regular generation patterns is selected, the positions can be varied randomly. This value forms the basis for this random calculation. There are also many Property settings that offer a random variation. These also use this Seed value.




Group

Create Group

Here you can create the link to a Particle Group in which the particles generated by the Emitter will be managed. By default, a new group is created together with the Emitter, which is automatically linked here. If this group is deleted, you can also call up a new Particle Group yourself in the Simulate menu and assign it by dragging it into this field or use an existing group. This step is shortened by clicking the Create Group button. A new group is automatically created, which is linked for this Emitter. Clicking on the eyedropper symbol to the right of the Group field activates a selection tool that lets you click directly on a Particle Group in the Object Manager to create a link.

If an Emitter is used without an assigned group, its particles are automatically assigned display properties from the Scene Settings. You will find a section for the display of groupless particles under Simulation/Particles. By default, these are colored purple and marked with small plus signs.




Density Distribution

In this section you will find options to influence the placement of the newly created particles on the emitter.


Distribution


Vertical view of a circular emitter with the density distribution settings Uniform, Noise and Field (from left to right).

Noise

These settings are only visible if you activate Noise for Distribution.

Seed[-2147483648..2147483647]

The calculation of the Noise pattern is based on this value. A change in the Seed value will also leads to a recalculation of the selected Noise structure.

Noise Type

Here you can choose the right one from the various patterns. These are three-dimensional structures that can be configured in the axis system of the emitter or the world and with individual scaling along all axis directions. It is also possible to evolve these patterns automatically:


Noise Space

Here you can select whether the Noise structure should move with the local system of the emitter or whether it should be a stationary noise whose origin lies in the global world axis system.

Octaves[1.00..20.00]

This defines the amount of detail in the Noise structure. Larger values create correspondingly more variations in the pattern. Small values lead to a loss of contrast and details, as well as to a softening of the structure. This setting is not available for the Noise Types Box, Cell, Mod Noise, Perlin and VL Noise.

Relative Scale[XYZ %]

You can use these values to scale the Noise structure individually along the three spatial directions. Proportional scaling is also possible via the Scale value.

Scale[-∞..+∞%]

This allows the Noise to be scaled proportionally. Individual scaling for each of the three axis directions is also possible via Relative Scale.

Animation Speed[-∞..+∞]

The Noise structures can also be changed over time. Use this value to specify the speed of these changes. By default, 0 is used here, which results in a static structure.

Loop Period[0.00..+∞]

Almost all Noise Types (exception: Electric and Gaseous) offer this parameter, which causes the noise to loop after the defined time in seconds(Animation Speed must be greater than 0). The Noise state is then repeated after the entered seconds. A value of 0 turns this effect off.

Uniform per Channel

When activated, a determined noise value is used simultaneously for the red, green and blue color components. This results in pure gray or brightness values. If the option is switched off, individual Noise brightnesses are calculated for each of the three color components. The brightness of this color is then used for the final evaluation of the Noise value.

Movement[XYZ m]

Speed[-∞..+∞%]

These two parameters are used to move the Noise through the 3D space. Movement is a direction vector that you use to define the direction in which the Noise should move. Use the Speed value to regulate the movement speed of the Noise structure.

Please note that the speed is also dependent on Noise Space, as the coordinate systems defined there can differ greatly from one another.

Low Clip[0..100%]

High Clip[0..100%]

This can be used to limit the brightness values that the Noise should provide. By default, Low Clip is 0% and High Clip is 100%. This means that all brightnesses can be output uncropped between 0% and 100% by the Noise. Increasing the Low Clip means that all brightnesses that are lower than defined for Low Clip are already output as black. Similarly, reducing High Clip results in gray values above the brightness of High Clip being output as white

In fact, this mechanism can be used not only to sharpen a Noise structure and to strengthen the contrast, but also to invert the brightness values. To do this, simply reverse the original arrangement of the clipping values. With Low Clip 100% and High Clip 0%, you get an inverted Noise.

Brightness[-100..100%]

This is used to adjust the general brightness value of the Noise. Values above 0% increase the brightness, values below 0% reduce it.

Contrast[-100..100%]

This allows us to reduce or increase the contrast of the Noise Brightnesses. Contrast describes the range of brightness values. With a low contrast, the differences between the Noise Brightnesses supplied are therefore smaller. Greater Contrast leads to greater differences in brightness between the noise brightnesses calculated. This often results in the brightness transitions being more abrupt and less smooth compared to using a lower Contrast. In terms of emission, a greater contrast results in sharper boundaries between the areas on the emitter where particles are created and those that remain completely empty.

Attempts[1..2147483647]

This value is only available when using Noise to control the Distribution of new particles at the emitter. Originally, new particles are always generated uniformly along the emitter shape or in the emitter volume. Where the values in the selected noise are too small, the new particles are then deleted. This therefore reduces the number of newly generated particles compared to the default, which was configured via the Rate, Count or Pulse value at the emitter. This effect can be compensated for by increasing this Attempts value.
Whenever a newly created particle should actually be deleted again directly by the evaluation of the Noise structure, an attempt is made to find a new, valid position for this particle. The lower the values within the Noise structure, i.e. the larger the areas on the emitter where fewer or no particles should be produced, the larger the number of Attempts should be selected in order to achieve the originally configured number of particles again.


On the left one Attempt, on the right 10 Attempts are used to search for a permissible position for a new particle in the noise structure. The higher number of Attempts increases the probability that the originally selected number of new particles to be generated will be achieved.

Fields

This area only appears when Distribution Fields is activated and enables the use of Field Objects to assign an individual density within the particle distribution. Fields offer a wide range of shapes and also allow shaders and audio files to be evaluated, for example. In addition, several fields can be combined to use even more complex density control criteria.

Similar to the use of noise structures, fields usually also generate values between 0.0 and 1.0. The larger the sampled field value, the more particles of the original, uniform density distribution are retained. Conversely, in areas with low field values, correspondingly fewer particles are produced at the emitter. This means that the originally configured number of new particles to be generated is lower after the fields have been evaluated.

The operation of this area and the available objects and options correspond to the identical operating elements that you can also find on the Deformers, for example. Follow these links to find out everything you need to know about Fields and how to use them:
If required, you can read all about the various Field objects here.
How to use the Fields area is documented here.

Note:

The accuracy of Field sampling can be adjusted via the Field Sampling Variance in the Particle Simulation Settings.