VecFlow0.1.0
Flows

The editor's sidebar

The flow editor's VecFlow tab: the Flow panel with its bake buttons and problems, the Values panel, and the Event panel where operators are added, ordered and set.

VecFlow 0.1.0

In the flow editor, press N for the sidebar and pick its VecFlow tab. It has three panels. Most of the work happens in the last one, Event.

The flow editor's VecFlow tab: the Flow panel with New Example Flow, the Fountain simulation's row and Show Flow Description; the Values panel with one value, height, a Number; and the Event panel for Fountain, its operators listed with Collide selected and Collide's settings under them
The Fountain flow with one value, and Collide selected in the Fountain event.

Flow

The flow as a whole.

  • New Example Flow makes a new flow, the Fountain's three events, and shows it in this editor. Pick it in a simulation's Flow field to use it.
  • The simulations using this flow, one row each: its name (click it to select it), an icon for where its bake stands, and its Bake button, as in Simulations in the Scene. With none, it says “No particles object uses this flow”: pick the flow in a particles object's Flow field.
  • The flow's problems. Errors in red stop a bake; warnings don't. They're checked as the first simulation using the flow would bake it.
The same sidebar with a problem: the Fountain row in red with a warning icon, the problem Fountain: Spawn needs a wire to the event its new particles go to, and in the Event panel the Spawn operator selected with a warning icon on its row and the same problem in its box
A Spawn added with no wire: the problem shows in the Flow panel, on the operator's row and in its box.
  • Show Flow Description writes what the engine would be given into a text block called VecFlow flow.json: open it in a Text Editor to read. Its problems go to the status bar too. It's useful for checking a flow by eye, and for a bug report.

Values

Folded away at first. The values each particle of this flow carries: a list with + and −, and the selected value's Name, Type, Starts At and Export. See Values.

Event

The selected event: click a node, or an operator's row on a node.

  • Its name, at the top. Rename the event here.
  • Its problems that aren't about one operator, such as “no particles are born or sent here”.
  • The operator list, top to bottom as they run. Each row shows the operator and a few words on its settings, with a warning icon when it has a problem, and a checkbox to switch it off.
  • Beside the list:
    • + opens the Add Operator menu. The new operator goes below the selected one.
The Add Operator menu in five columns: Birth (Birth, Position, Spawn), Forces (Speed to Surface Force), Physics (Particle Physics to Pin), Looks (Scale to Set Value) and Tests (Collide to Value Test)
The Add Operator menu, by kind.
  • − removes the selected operator, with its wires and its keyframes.
  • ▲ ▼ move it up and down the stack. Its keyframes move with it.

Under the list, a box for the selected operator:

  • its name and what it does;
  • its problems, if any;
  • its settings. Only those that matter with the others as they are show: pick Fill in a Birth's Mode and Velocity appears. Each operator's page says when each setting shows.
  • Influence, for the operators a value can weigh: see Values;
  • where its wire goes: Sends to: Splash, or what happens without one: “Not wired: matching particles stay” for a test, “Not wired: makes nothing” for Spawn, “Not wired: particles losing a bind stay” for Bind. Whitewater shows a line for each of Spray, Foam and Bubbles: one with no wire is “not wired, not made”.

On the node

Each event node shows its operators as rows, with a dot of its own at the right for each one that sends particles on: drag from it to another event's input. Click a row to select that operator in the sidebar. The Add Operator button at the bottom opens the same menu as +.

ShiftA ▸ Event adds a new, empty event.

The Fountain flow in the node editor: the Fountain event's rows with Spawn: 5 each selected and its output dot unwired, next to Splash and Bits; the sidebar shows the Spawn's problem
On the node, each row that sends particles on has its own output: Collide's is wired to Splash, the new Spawn's to nothing yet.

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