Objects meant to be filled require a → Volume" tag, but it can be used to refine the particle cloud. Changes on position, rotation, or scale do not affect this emitter, because the creation of particles depends on the object you want to fill with particles. "Mapping Max" describes the maximum parameter value indicated by the brightest colour.You can use any object with this emitter to fill it or create particles on its surface."Mapping Min" describes the minimum parameter value indicated by the darkest colour.Drag the channel's thumbnail to the "Texture" slot of a parameter.Expand the parameter by clicking on the small triangle.Create a Cinema 4D material and apply a bitmap, a surface or a shader, like"Noise", to one of the channels.
The mode of operation is the same for all parameters: Just click on one of the small triangles next to a parameter's name to open this dialogue: "Friction", "Bounce", "Sticky", "Roughness", and "Collider Velocity Factor" can be controlled through bitmaps and shaders. Controlling Interaction Through Bitmaps and Shaders The value is calculated automatically based on "Collision Distance". With 10, for example, particles within a distance of 10 units (depends on the actual scene scale) from the object's surface will be affected by parameters like "Friction", Bounce", etc. can be expanded and controlled through bitmaps and shaders (see below).is mainly used if the collision between particles and objects turns out too weak.This parameter is only relevant in conjunction with moving objects! "Collider Velocity Factor" "Roughness" can be expanded and controlled through bitmaps and shaders (see below). This value ranges between 0.0 and 1.0 and adds randomness to the object’s polygon normals to produce a slightly different collision direction. "Sticky" can be expanded and controlled through bitmaps and shaders (see below). It can be seen as a “glue factor” to make particles stick on the object’s surface. You can use positive (attraction) and negative (repulsion) settings.
"Bounce" can be expanded and controlled through bitmaps and shaders (see below). BounceĪ value of 0.0 creates perfect elasticity, while higher settings make the particles lose appropriate amounts of their energy. "Friction" can be expanded and controlled through bitmaps and shaders (see below). This parameter accepts all positive values between 0.0 and 1.0. Higher values can even stop particles from moving. Interaction FrictionĪ value of 0.0 creates absolutely no friction and a perfectly even surface. If you want to enable or disable "Continuous Collision Detection" manually, reactive this option.
#Realflow cinema 4d how to
To learn more about how to link RealFlow scene elements and make them interact take a look at the → " Links" page with examples. If there is only one container in the scene it will be linked automatically, otherwise the connection has to be established manually. LinksĪll fluid, rigid, and elastic containers inside the drag-and-drop field will be affected by the tag. To link a tag to a different scene tree drag the appropriate "Scene" node to this field. In RealFlow | Cinema 4D it is possible to use multiple "Scene" trees in the same project.