Always re-sim after chnaging RGB channels for liquid colour mixing?

Quick question: I’m mixing liquid paint colours using the RGB channel. Do I really need to re-sim every time I want to change a colour?

why can’t just changing the colour change the data throughout?

Yes and for Max:

Thanks guys! I will give it a try!

Although I am mixing colours, so I am not sure how a colour correct will look at just one of the colours?

Ok, so you can change up to 3 colors remapping RGB channels. In the scene there’re 3 sources with red, green and blue RGB colors. After that, every single color is remapped using a color correction (see the yellow marker) and the results are set to Blend channels 1, 2 and 3 of the VRayBlendMtl. There are 3 color corrections for each channel and they are set to Red, Red, Red, second one to Blue, Blue, Blue, and third one Green, Green, Green.

A question in relation to this. Is it possible to use the PhoenixFD texture, to fx blend colors, when rendering the liquid particles as fx points with the PHX shader. Looking to make some cool swirly unicorn grains for some motion graphics stuff :slight_smile:

Thanks mate, I am just now getting around to this, as the client wants to go to stage to.

I am working under the assumption that my source colour nodes need to be full Red, full blue, and then full green?

Indeed - having the color components at full would be the best :slight_smile:

That works a charm! cheers guys!

Will there every be a time when we can have the colour emitted be from a texture on the source object?

Yay!

You can emit color from texture right now - you just have to put a texture in the RGB instead of a plain color :slight_smile:

I have a related question, is there a way to use a wetmap to produce multiple colors? I have a sim where multiple paints colors are thrown on a white wall and I need the wetmap to correspond to each of the paint colors so that the correct color is left on the wall as the paint drips down. But so far I’ve only been able to get the wetmap to use only one color.

Yes, you just need to get the latest Phoenix version - 5.22

Then in the output rollout you will need to enable the RGB channel for the Wetmap particles and sim again.