Smoke/Dynamic Paint: Allow use of fluid sim generated particles as emitter/brush.
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@@ -4892,7 +4892,7 @@ static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *su
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/* Apply brush on the surface depending on it's collision type */
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/* Particle brush: */
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if (brush->collision == MOD_DPAINT_COL_PSYS) {
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if (brush->psys && brush->psys->part && brush->psys->part->type == PART_EMITTER &&
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if (brush->psys && brush->psys->part && ELEM(brush->psys->part->type, PART_EMITTER, PART_FLUID) &&
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psys_check_enabled(brushObj, brush->psys))
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{
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@@ -951,7 +951,7 @@ static void em_freeData(EmissionMap *em) {
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static void emit_from_particles(Object *flow_ob, SmokeDomainSettings *sds, SmokeFlowSettings *sfs, EmissionMap *em, Scene *scene, float time, float dt)
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{
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if (sfs && sfs->psys && sfs->psys->part && sfs->psys->part->type == PART_EMITTER) // is particle system selected
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if (sfs && sfs->psys && sfs->psys->part && ELEM(sfs->psys->part->type, PART_EMITTER, PART_FLUID)) // is particle system selected
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{
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ParticleSimulationData sim;
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ParticleSystem *psys = sfs->psys;
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