If you work with imported objects RealFlow will read their UV coordinates and use them for applying the texture(s).
Selected node > Node Params > Display > Texture.
Despite of all these different maps, a node can only display one map at a time, but you can browse through these textures under Objects also support wet-dry maps (see → " Quick Start Tutorial - WetDry Map Creation" ), RealWave surfaces can have foam maps, and meshes are able to carry displacement maps from → HyFLIP simulations.
There is also complete workflow guid about how to use this feature: → " Quick Start Workflows - Parameter Maps".
Image-controlled parameters are displayed in purple.
Then you can select which channel you want to use for controlling the parameter.
Please note that this feature requires an RGB image.
A new dialogue appears where you can make your settings.
Right-click on the parameter and choose “Load Texture”.
Those parameters have a small chessboard icon: There are also parameters which can be controlled with maps, for example “Particle friction” or “Roughness”. Bump maps, normal maps or other types will not have any effect.
Textures and shaders can only be seen with the “Flat” ( 9 ) or ”“Smooth” ( 0 ) shading modes. Hybrido domain > Node Params > Particle Channels > Vorticity
To make it visible it has to be enabled before the simulation starts:Įmitter > Node Params > Particles > Compute Vorticity.
“Vorticity” is not calculated by default and therefore you will only get a uniform colour.
If you want to visualize other attributes, for example density or pressure, please go to
Please take a look at → " Quick Start Workflows - Colour Gradients" to learn more about how to work with colour ramps.
With the “+” icon you get access to a gradient tool where you can change the colours to you own needs.
Under “Particle range colour” you will find a gradient.
Selected emitter/domain > Node Params > Display.
By default, the colours of particles represent the fluid's velocity distribution: blue shades indicate slow particles, white stands for fast particles:
The specified colour will also be used as a default “material” when the node is rendered with Maxwell Render.įurthermore, it is possible to dye particles.
“HSV” stands for “Hue – Saturation – Value”.
If you prefer RGB sliders or other colour systems (HSV, RGB 0-255, RGB 0-1) please click on the “+” symbol.
Click on the field to open the operating system's colour browser.
Selected node > Node Params > Node > Color.
Every node can be coloured individually to change its viewport representation: