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  • Create a standard Cinema 4D material and load a texture map, a gradient, noise, or surface shader to one of the channels, e.g. "Color".
  • Alternatively, add a shader, for example "Noise".
  • Add an "Image" emitter.
  • Drag the texture thumbnail from the material to the "Bitmap" slot of the emitter – the texture will be shown in the viewport.
  • Scale the emitter and simulate.

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Note
Particles will be created in all areas of the bitmap/shader; only purely black areas remain empty. Greyscales are not considered, but treated like purely white pixels (= full emission).
RealFlow | Cinema 4D only evaluates the red channel of a texture.

Object Emitter

The "Object" emitter also provides a "Bitmap" field, and the workflow to attach the image is the same as above. Anyway, there are a few things to know:

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