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Each waterline particle can contribute a texture and leaves a white mark on a black canvas. You have several parameters to control dissipation and diffusion effects to make the particle marks vanish over time.

 

Calculate texture

This mode allows you to store a grayscale texture map for each simulated frame. You have to activate the image export manually under

Export > Export Central > HYBRIDO SECONDARY EMIITERS > HY_Foam > Foam texture (*)

You can choose between five different image formats: BMP, JPG, PNG, TGA and TIF. If the selected format is capable of 16-bit (e.g. TIF), the texture will be saved as 16-bit grayscale, otherwise the 8-bit mode is used.

@ source

You can choose whether you want to calculate the waterline textures from foam or splash particles. In the latter case the particle marks' strength can be controlled with the → “Splash” emitter's “Foam strength” parameter.

@ resolution

Here the size of the foam map is adjusted. Please note that RealFlow maps are always squared, e.g. 512 x 512 pixel.

@ diffusion

Real waterlines show areas of high and low concentration. “@ diffusion” simulates how foam flows in and out between these areas.

@ dissipation

Under real conditions foam disappears depending on the surrounding conditions, like weather or wave height. Higher values will make the waterline marks last longer.

@ uvw mapping

When “Calculate texture” has been set to “Yes” you have three options for creating the maps:

  • “UV particle” can read the particles' UV coordinates and transfer them into a texture map.
  • “Top projection” the texture coordinates are taken from a simple plain top projection.
  • "Top projection (Average velocity)" means that the texture coordinates are taken from a top projection, but the projection plane is moving with the fluid's average velocity.
Create texture from image...

Here you can load a bitmap that will be projected horizontally on the fluid surface. From RGB images only the red channel is used. The pixel values represent the waterline's density.

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