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Each foam particle can contribute a texture and leaves a white mark on a black canvas. You have several parameters to control dissipation and diffusion effects to make the particle marks vanish over time.

 

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Calculate texture

This mode allows you to store a grayscale texture map for each simulated frame. You have to activate the image export manually under

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You can choose between five different image formats: BMP, JPG, PNG, TGA and TIF. If the selected format is capable of 16-bit (e.g. TIF) , the texture will be saved as 16-bit grayscale, otherwise the 8-bit mode is used.

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You can choose whether you want to calculate the foam textures from foam or splash particles. In the latter case the particle marks' strength can be controlled with the → “Splash” Splashemitter's “Foam strength” parameter.

@ resolution

Here, the size of the foam map is adjusted. Please note that RealFlow maps are always squared, e.g. 512 x 512 pixel.

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Under real conditions foam disappears depending on the surrounding conditions, like weather or wave height. Higher values will make the foam marks last longer.

@ uvw mapping

When “Calculate texture” has been set to “Yes” you have There are three options for creating the maps:

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