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 them:
- 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.
- If you have trouble seeing the maps at simulation time just render an appropriate frame.
- Wet maps will be → cached together with the particle simulation. Then it is possible to post-process , and reapply the maps.
Follow these steps:
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- Make sure that the object has proper UVW coordinates.
- Create a material and select the "Color" channel (or any other channel with image support, except "Normal").
- From "Texture" choose "RealFlow WetMap Shader".
- Attach the material to the object.
- To see the maps at simulation time, go to the material's "Editor" tab and enable "Animate Preview":
Improving Quality
The object's → "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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- Select the material and open RealFlow WetMap Shader > 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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