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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 treated like purely white pixels (= full emission).

RealFlow | Cinema 4D only evaluates the red channel of a texture.

Object Emitter

The "Object" emitter also provides a "Bitmap" field, and the workflow to attach the image is the same as above. Anyway, there are a few things to know:

  • This emitter creates particles from the surface of an object.
  • In order to control surface emission through a map, the object has to be made editable and requires an "UVW" tag.
  • RealFlow | Cinema 4D can only take the UVWs it gets from the tag.
  • If there are just a few or no particles at all we recommend increasing the fluid container's  "Resolution" parameter, because it defines a particle's radius. If a polygon is smaller than a particle emission is not possible.

 

 

The noise pattern with an "Image" and an "Object" emitter.