Why is there a gap between the particles and the collision object?
To be able to seep speed up the simulation, and specially especially to be able to simulate fast on the GPU, we use a proxy representation of the collision geometry. This proxy representation is based on Signed Distance Fields (SDF) and this is based on having from a cell-based representation of the geometry. The smallest smaller the cell size is , the more accurate representation we have, and smaller the gap is. Of course, smaller cells will take more time to compute the SDF.
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With PLA-enabled objects, RealFlow | Cinema 4D has to recalculate the internal collision geometry with every single simulation step. Especially with small → "Cell Size" values PLA might be a simulation's bottleneck.
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- To avoid this, activate the → "Collider" tag's "Continuous Collision Detection".
- By default the auto mode is enabled, and RealFlow | Cinema 4D will decide automatically, if the collision object requires "Continuous Collision Detection".
- When enabled, collision Collision detection is computationally more intensive, and simulation take longer.
- In some cases the automatic detection fails, and you have to disable enable "Continuous Collision Detection" manually.
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If this is the case the problem can be fixed by increasing the number of → simulation steps (aka "substeps").
Why I can see the wetmap in the render, but not in the viewport?
Open the → material panel and go to the "Editor" section. Then enable "Animate Preview...".
I have activated the "Animate Preview..." option, but still I cannot see the wetmap. Why?
→ Wetmaps require an UVW Tag attached to the object. You will get this tag automatically when you make your object editable.
The wet map is distorted, mirrored or repeated. How can I fix this?
→ Wetmaps require proper UVW coordinates and this is within your responsibility. RealFlow | Cinema 4D does not perform any changes on UVWs or plausibility checks.