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  • Selected emitter/domain > Node Params > Display > Property
  • “Vorticity” is not calculated by default and therefore you will only get a uniform colour.
  • To make it visible it has to be enabled before the simulation starts:
    Emitter > Node Params > Particles > Compute Vorticity
    Hybrido domain > Node Params > Particle Channels > Vorticity



Textures

Info
Textures and shaders can only be seen with the “Flat” (9) or ”“Smooth” (0) shading modes.

 

All objects provide a texture channel:

  • Selected object > Node Params > Texture > Load Texture
  • Valid formats are BMP, TGA, JPG, PNG, TIF.
  • Only diffuse maps are accepted. Bump maps, normal maps or other types will not have any effect.

 

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There are also parameters which can be controlled with maps, for example “Particle friction” or “Roughness”. Those parameters have a small chessboard icon:

  • Right-click on the parameter and choose “Load Texture”.
  • A new dialogue appears where you can make your settings.
  • Please note that this feature requires an RGB image. Then you can select which channel you want to use for controlling the parameter.
  • Image-controlled parameters are displayed in purple.
  • There is also complete workflow guid about how to use this feature: → "Quick Start Workflows - Parameter Maps".

 

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Objects also support wet-dry maps (see → "Quick Start Tutorial - WetDry Map Creation" ), RealWave surfaces can have foam maps, and meshes are able to carry displacement maps from → HyFLIP simulations. Despite of all these different maps, a node can only display one map at a time, but you can browse through these textures under

  • Selected node > Node Params > Display > Texture
  • If you work with imported objects RealFlow will read their UV coordinates and use them for applying the texture(s). 
  • This means that you have to care for proper UVs in your 3D program. If the UVs are wrong in your 3D application then they cannot be correct in RealFlow.

 

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Shaders

With meshes you also have the option of applying OpenGL shaders:

  • Selected mesh node > Node Params > Display > Shader
  • The “Transparent” shader supports an environment map. This way it is possible to create realistic previews with reflections.

 

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Particle meshes provide another, maybe more interesting, option: the visualization of channels. A channel is a fluid's property. Typical examples are velocity, pressure, or vorticity. When such a channel has been calculated and saved with the mesh then it can be visible in the viewport:

  • Selected mesh > Node Params > Channel > Enable the channel(s) you want to see
  • Create the mesh (sequence).
  • Selected mesh > Node Params > Display > Particle Channels

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