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You can see wet-dry maps in action in a downloadable scene: → "Splash to Wall Wetmaps".

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 themwet-dry maps:

  • You have to assign a → "Collider" 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.
  • Wet maps will be → cached saved together with the particle simulation. Then it is possible to post-process and reapply the maps.

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  • Assign a "Collider" tag to an object, open RF Collider tag > WetMap, and make your → settings.your settings:

 

 

  • Make sure that the object has proper UVW coordinates.
  • Create a material, apply it to the object, and select the "Color" channel (or any other channel a channel with image support , (except "Normal").
  • From "Texture" choose "RealFlow WetMap".

 

 

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  • To see the maps at simulation time, go to the material's "Editor" tab and enable "Animate Preview":

 

Improving Quality

The object's For this optional step, the object requires a → "Volume" tag. The → "Cell Size" value determines the quality of the fluid-object interaction. If you can see gaps between particles and surface decrease this value:

 

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  • 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.

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

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