Hey @calibrix
Thanks again for your report.
I would really love more information about "I'm trying to implement move interesting ways of creating aero sources as the built-in compounds lack many features that I tend to use when creating fluid sources"
Right now the main workflows available for this are the "vary_source_property" (which as you pointed out may have some confusing name conversions, but this is not intended to be user facing) as well as the ability to input any constructed volume as aero sources.
Usually this can produce some very interesting sources when adding influences too. I have attached a scene with an example.
The output of any volume construction can be input as an aero source. The noisy fog example I posted in https://forums.autodesk.com/t5/bifrost-forum/get-geo-property-node-appears-to-output-incorrect-voxel... can serve as an aero source. I have attached a scene here demonstrating that too.
We're also working on a system of fields that will facilitate the breaking of homogeneous properties on sources.
As for the volume creation in the aero source, it is indeed just a nested convert_to_volume node. This was done for convenience so that users didn't have to convert_to_volume before using a source_air.
When voxelizing points, of course increasing the resolution will bring you closer and closer to the true size of the point which will look like bigger points getting smaller. If the points are coming from particles, the radius is set in the particle source, if they come from a mesh, then we set a point radius relative to the voxel detail size. You can always dilate or contract the point volumes using the offset.
Cheers!
Kosta
Konstantinos Stamatelos
Bifrost FX Product Owner and Designer