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Some parameters and channels are available in RealFlow | Cinema 4D 2.1 and will be released soon.

 

RealFlow | Cinema 4D particles are differently coloured according to their velocity, vorticity (has to be activated separately under → Fluid > Fluid > Compute Vorticity), or age values. These values can be transferred to meshes and rendered, adding some extra realism.

 

Vertex Maps

When you take a look at the "Mesher" object you will recognize three "Vertex Maps" tags representing the fluid's velocity split into X,Y, and Z components:

 

 

  • The "Mesher" object's "Channels" tab provides even more possibilities: "Speed", "Vorticity", "Age" and "Weight" (see next image below).
  • If you want to use "Vorticity" you have to activate → Fluid > Fluid > Compute Vorticity before the simulation, otherwise the channel will not be available.
  • The "Weight" channel is only available if the simulations contains at least two emitters or fluid containers, and requires a slightly different → workflow.

 

The complete selection of channels with "Scale" values to blend materials.

Applying Vertex Maps to Materials

There are different ways to apply RealFlow | Cinema 4D's vertex maps to a material, and here we want to present a method with two materials. Create two materials with differtent colours, e.g. blue and white:

  • Blue will represent the slower particles, white is used to visualize faster particles.
  • Apply the materials in exactly this order: 1. blue and 2. white.
  • Enable the white material's "Alpha" property. Under "Texture" choose on Effects > Vertex Map.




  • Click on the white square to open the effect shader's dialogue.
  • Drag one of the mesh node's vertex map tags onto the “Vertex Map” slot.



Rendering the Mesh

Render an image to see the effect – a preview is not possible. If the result does not meet your expectations increase or decrease Mesh > Channels > Channel name > Min and Max values, and change "Smoothing Scale Length" to blur the vertex maps.

All mesh areas with channel values

  • smaller than "Min will be rendered with the same material colour – here: blue
  • greater than "Max" will be rendered with the same material colour: here: white.

If you are not sure which values to enter enable the channel's "Auto" mode and you will see the current lowest and highest values. These values can be used as a references. Alternatively you can use the "Auto" mode as well.

"Smoothing Scale Length" ranges between 0 and 1 (0 = no smoothing, 10 = maximum) and helps to avoid flicker and improve the transition between th colours/materials.

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