Output
Particles can also be given custom properties, which can then be queried again in Conditions, in Math or Data Mapper modifiers, for example, or offset against other properties of the particle. The Liquid FX Emitter offers two properties for storage here.
To use the corresponding storage, activate the option to the right of its name. A new custom property whose data type is compatible with the output value is automatically created and entered. These automatically generated custom properties are stored within the Scene Settings and their Particle Simulation Settings in the group for Automatic Custom Properties.
However, you can also go to the group for Manual Custom Properties and manually create your own custom properties there. You will find an arrow button behind the respective name field of the Output properties, which can be used to open a selection list of the available custom properties. These lists are automatically filtered to display only the custom properties of the simulation scene whose data types are compatible with the Output value.
You can find out more about the manual creation of custom properties for saving and processing particle properties in the section on Particle Simulation Settings within the Scene Settings.
This bool information indicates with the value true if a particle has just been created. For subsequent frames, the value should be automatically reset to false in order to only mark newly created particles with true. For this to work, a custom property of the type Event Bool must be assigned here. Activating the Born option automatically takes care of this. Alternatively, you can click on the arrow button next to the name field to select one of your manually created custom properties that also uses this data type.
Note that only newly emitted particles are marked in this way. A particle that switches between spray, foam, and bubbles is not considered newly created, so the value remains false when its type changes. The short true state is sufficient to query newly created particles with a Condition modifier, for example, and to move them to another group.
The index number of the liquid particle from which a spray, foam, or bubble particle was emitted is output here. This is therefore the Index data type that is required. A corresponding custom property is created automatically by activating the Source Particle ID option, or you can select one of your manually created properties with a suitable data type using the arrow button next to the name field. In this way, you can, for example, trace which part of the liquid simulation a Liquid FX particle originates from.
