MI - BIN
When you work with BIN files this panel is relevant for you, because here you control the vertex maps. As you can see, mesh BINs provide only two channels: “Velocity” and “Texture”. The latter one is responsible for the mesh's UV coordinates.
Velocity
When a mesh has been loaded with this option checked you will see a speed vertex map tag assigned to the "RealFlow Mesh Importer Plugin".
Scale
In order to visualize a channel's information two materials are required. The vertex map controls how they are blended, but in many cases the result is not satisfying. With “Scale” you have an effective method of controlling the vertex map's transparency. This means that you change the ratio of both materials.
For a complete workflow description, telling you how to apply vertex maps to materials, please click here.
Magnitude
This feature influences the plugin node's velocity vertex map. By default, the plugin carries three tags for X, Y, and Z. When this option is checked the plugin will turn the vector's three elements into a single value – this is what we call “speed” when driving a car, for example. The result is a single vertex map tag. Please note that this process is reversible. Simply uncheck “Magnitude” and the separate tags will reappear.
Texture
This option extracts the mesh's UV data is required to apply the vertex map information.
Weight
When a mesh contains at least two emitters RealFlow applies weight information to the BIN files. This property specifies how strong the fluids are interacting, and can be used for blending and colours to achieve mixing effects. Please read this chapter for learning how to apply weight maps to a mesh.