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Since the displacement is calculated from a texture map it is also possible to define the number of repetitions both in U and V direction of the mesh grid. U and V coordinates are related to the UV grid that is created with the mesh. Displacement maps are seamless, though very high values are very likely to create regular patterns on the surface. This value is dimensionless and accepts integers.

Evaluation UVW mapping

In RealFlow's grid fluid simulation, displacement is used to create a wide variety of different secondary effects, for example for adding foam particles. To take the current displacement value into consideration this parameter will be read.

You have several options: “UV particle” evaluates the texture coordinates of the fluid particles to access the displacement data. With “Top projection”, the coordinates will be taken from a projection plane. “Top projection (Average velocity)” works exactly like the previous function, but here, the projection plane moves with the fluid based on its average velocity.