Volume Texture | This CINEMA 4D shader allows to add texture to the emission. Usually the Noise shader is used. It will texture the volume that is covered by the band around the surface of the emitter. It does not use UVW coordinates or work with 2D surface textures. See CINEMA's documentation for details on working with shaders. |
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Surface Texture Channel | When set to any channel other than None, the right most texture tag on the emitter object (or any of it's children) is used to control the emission. The values from the selected texture channel will be used to scale the emitted fluid values. This allows you to "paint" where on the object fluid values are emitted. At the moment, this works only for UVW mapping of textures. Other spaces (like Object, World, Texture, etc.) don't work, yet. |
Use Vertex Maps | If you emitter object (or any of it's children) have vertex weights set, check this option to use the weights to control the emission. You can scale the intensity of the emitter fluid values by the weight assigned to each vertex. This allows you to "paint" where on the object fluid values are emitted, similar to surface textures. See CIENMA 4D documentation for more information on how to use vertex maps. |
Texture
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