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RealFlow | Cinema 4D is able to read an object's UVW coordinates for applying textures or creating wet-dry maps. If the UVW coordinates are wrong or not present you will not get the expected results and the calculation of wet-dry maps might fail. Here is some more information on them:

  • You have to assign a "CollisionCollider" tag to the object you want to make wet. 
  • The tag provides the parameters to control the map's quality and drying effects. 
  • RealFlow | Cinema 4D's wet maps are always squared.
  • The maps are not displayed at simulation time. If you want to see them you have to render an appropriate frame.
  • Wet maps can be cached together with the particle simulation, then post-processed, and reapplied.

Here are the required Follow these steps:

  • Assign a "CollisionCollider" tag to an object.
  • Make sure that the object has proper UVW coordinates.
  • Create a material and select the "Color" channel.
  • From "Texture" choose "RealFlow WetMap Shader".
  • Attach the material to the object.
  • Simulate and render any an arbitrary frame to see the effect.

The → "Cell Size" value determines the quality of the fluid-object interaction. If you can see gaps between particles and surface decrease this value:

  • By default, "Cell Size" is calculated automatically, based on your → "Collision Geometry Detail" selection.
  • When you disable the "Cell Size" parameter's "Auto" option you are able to enter a custom value.

It is possible to change the wet marks' colours:

  • Select the material and open RealFlow WetMap Shader > WetMap Display.
  • Adjust the colour gradient and render to see the effect.
  • Be aware that these colour changes are temporary only unless you → (re-)cache the simulation.