A texture adds realism to a rendered image, because it is an objects “Id” and we can recognize specific properties of this object just by evaluating the surface texture: metal, wood, plastic, stone... Another method of describing surface is the use of shaders. They simulate the physical characteristics of an object's surface or its “inner life”, for example volumetric or SSS shaders. RealFlow supports both types – textures and shaders, but the latter one is only available with the integrated Maxwell Render engine. Here, we want to talk about textures exclusively.


Objects with proper UV coordinates.


Before we start you should know a few things about textures in RealFlow:

Object Textures

This type does not need any particular requirements, except proper UVW coordinates. Some exchange plugins even preserve the path to the object's texture and write it to the export file. This way you have direct access to it without having to search for the texture in RealFlow:

 

Wetmaps (WetDry Maps)

The creation of wetmaps (also called WetDry maps) is explained in a separate tutorial. Please follow this link to get there: “Wetmap Creation

 

Property Maps

This topic includes a wide variety of different maps for:

Please bear in mind that you will only have access to these parameters when there is at least one particle emitter or Hybrido domain in your scene.

The corresponding parameters are located under

Node Params > Particle Fluid Interaction

Grid friction” is only available in combination with Hybrido domains and can be found here

Node Params > Grid Fluid Interaction

The parameters, supporting images maps, carry a small chess board icon. To add an image or a sequence of maps, right-click on the parameter's name and choose “Load texture”. All adjustments are made from the appearing window. A complete description of the parameters provided can be found under:

Objects – Particle Fluid Interaction > Mapped Parameters

Using Property Maps

A very nice application for this map type is the simulation of different surface properties, for example friction. Let's assume you want to create a small river. When you go outside and visit a stream in nature you will see many different materials in and around the brook bed. There can be soil, gravel, stone or clay. All these materials have completely different friction properties. At the stream's bank, friction is normally higher, because there are also often tree roots, slides of soil or plants decelerating the water. The brook bed, on the other hand, normally contains smoothed gravel and is free from plant material – the water can flow without too much resistance. But, there are also zones with sand or obstacles like branches.

All these different situations can be mimicked with a single map. Model a river bed and create proper UV coordinates. Then, paint a map with different shades of grey to define zones of higher and lower friction. Dark areas indicate areas with low friction, bright tones represent high values. The file should be stored with RGB colours.

Apply this texture to the model of the river and export the geometry to RealFlow. There, import the river model and follow these steps:

If the maps is not visible, please follow the steps described above under “Property Maps”. A complete description of the “Load Texture for Parameter” window's parameters can be found here under "Mapped Parameter".