A channel is a fluid property, for example velocity. The fluid's velocity channels is available as a series of vertex maps and can be used to visualize differences in the property's values. This way it is possible to achieve realistic shading effects. Please go to → "Mesh Channel Vertex Maps" to learn how to use channels with materials and shaders. For a workflow description how to use weight maps please visit → "Mesh Weight Vertex Maps".
Smoothing Length Scale
This parameter blurs the vertex maps and can be used to avoid flicker, and control the mixing effect with differently coloured fluids and weight maps:
- The parameter's range is from 0 to 10, while 10 represents the strongest smoothing effect.
- Meshes have to be recreated when this parameter has been altered.
Speed
Speed represents and visualizes the different zones of velocities in the fluid. Please see here for a → workflow description.
Vorticity
Vorticity is used to show the fluid's swirls and vortices. In order to use this channel it has to be activated under → Fluid > Fluid > Compute Vorticity before the simulation! Please see here for a → workflow description.
Age
This channel shows the particles' age distirbution. If all particles share the same age the fluid will have a uniform colour. Please see here for a → workflow description.
Weights
If the mesh contains multiple fluids or emitters you will see weight vertex maps. These maps can be used for blending and mixing effects of differently coloured fluids.
- From the dropdown menu you can choose whether the maps should be created from fluids or emitters.
- For fluids, all containers have to be linked to one single mesh in order to make the maps work. Please see here for a → workflow description.
Min
Every channel has a "Min" parameter. All mesh areas with channel values smaller than "Min" will be rendered with the same material colour:
- Mesh areas with channel values between "Min" and "Max" will be rendered with shades.
- If you don't know where to start check "Auto", and you will see the lowest current value that can be used as reference.
- The mesh has to be → rebuild when you change the "Min" parameter.
Max
Every channel has a "Max" parameter. All mesh areas with channel values greater than "Max" will be rendered with the same material colour.
- Mesh areas with channel values between "Min" and "Max" will be rendered with shades.
- If you don't know where to start check "Auto", and you will see the highest current value that can be used as reference.
Auto
Every channel has an "Auto" parameter. When active, RealFlow | Cinema 4D calculates the "Min" and "Max" values of a channel automatically and uses them to create the vertex maps.
- Mesh areas with channel values between "Min" and "Max" will be rendered with shades.
- If you don't know where to start check "Auto", and you will see the highest current value that can be used as reference.