Hello ![]()
Just spotted a wetmap option in the particle view along with particles displaying in the viewport. Any extra information on this?
Thanks ![]()
Hello ![]()
Just spotted a wetmap option in the particle view along with particles displaying in the viewport. Any extra information on this?
Thanks ![]()
well, this feature helps for both the rendering and simulation
it significantly affects the simulation of the viscous liquids, because without proper wetting the behavior is quite unrealistic.
the wetmap is also very useful for the rendering, the cases when you need to visualize a wet surface are infinite in count. unlike the old core, here we have separate wetting and liquid particle group. this is because the wet surfaces do not behave like just coated with water, they can significantly change their color, so you need different material for the rendering. to use the wetmap you need to convert the particle group into texture, that is done with our old tool the particle texture. in some cases you need not only the wet/dry state, but also the intensity of the wetting, for example in case of wet sand on the beach. our first idea was to use the particle age, but this is not convenient, because when the surface has new water contact, it should reset the age, that is actually violating the age meaning, so we decided to export this info in the particle size. the particle size is between 0 and 1, 1 is of the newly born wetting particles, 0 is of the particles just before disappearing. of course the drying speed controls how fast this goes. to use this info, a new option of the particle texture was added, to use the particle size as multiplier for the output.
Thank you for the explanation Ivaylo, shall test it out ![]()
Hi Could you explain how to " to use the wetmap you need to convert the particle group into texture," with default scanline. Do we use mix material for dry and wet texture and add phoenix texture map? Thanks
Yup, thatโs it - you get a Phoenix Particle Tex and use it as a mix mask between the wet and dry materials.