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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.
  • If the simulation is slow you should consider decreasing "Texture Sampling Resolution" in the "Preferences".

 

 

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.

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