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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 |
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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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