Objects - Texture
RealFlow can read an object's UVW coordinates for applying textures or creating wet-dry maps. If the UVW coordinates are wrong you will not get the expected results and the calculation of wet-dry maps will fail.
Load Texture
You can load any texture map and apply it to an object with UVW coordinates:
- If the UVWs are wrong in your 3D program then they cannot be correct in RealFlow.
- RealFlow does not offer any tools for fixing UVWs – you have to do this inside your 3D program and reexport the object.
- RealFlow is not able to handle bump, specular, displacement, or normal maps.
WetDry texture
Only Dyverso, standard particles, and Hybrido secondary fluid emitters can leave marks on an object's surface. Imported objects must carry correct UVW coordinates, because otherwise you will only see an evenly lit grey body. In this case, return to your 3D software, rebuild the UVWs, and export the object again.
- It is necessary to activate the export of wet-dry textures manually under → “Export”.
- Please also read the → “WetDry Map Creation” tutorial.
Texture resolution
This this the wet-dry map's resolution in pixels – these maps are always square-shaped.
Filter loops #
Here you can determine how often the internal blur filter should be applied. Higher values create a stronger blur effect.
Filter strength
Higher settings enhance the blur effect and can even tear apart the tone values. It is better to use low values and perform further adjustments in image or video processing programs.
Pixel strength
RealFlow uses 256 grey shades to calculate wet-dry textures and the range goes from 0 (black) to 255 (white). If you limit the tone range the amount of particle marks will decrease.
Ageing
Some materials dry much faster than others and this behaviour can be simulated. Lower settings make the wet patterns last longer, but even with 0.0, the particle marks will slightly fade during the simulation.