How to create a Wet Maps (UV) in thinkingParticles
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Edwin Braun made this quick 9 mins tutorial that can be used by anyone on thinkingParticles, version 1 to latest 6, to create/ animate a 2D (UV) wet map simulation.
The tutorial uses a simple 'box', dummy object (particle emitter), 3dsMax camera and lights. If you're new to 'WetMaps', they are basically animated TextMaps. So, what you need to start is/are a multi/sub-object material / Edit poly.
In this tutorial, the Wet Map will be created to animate the interior/inside of the box, and not outlying.
Edwin uses a 2D material ID that is ID #1 inside of box (so no overlapping UV as you can see. Unique, clean UV unwrap - achievable with your standard 3ds max functionality)
From the Max menu, Modifier list, select Unwrap UVW (flatten the object UV) ..
FX SCENE - THINKING PARTICLES
- refer video, shows a particle emitter that is the spout of liquid shooting around the box interior and pooling on the box floor.
ORGANIZE SCENE
Material ID #1 = Wet Map.
Call up thinkingParticles / dynamic set - Properties button.
Select ObjtoParticle (store this in the Master System under Emitter group). Note: controls Flow Emitter such as alignment and scale parameters, and other aspect of simulation.
(NOTE: for this tutorial case example, Edwin uses Flow feature which is only available for tP 6, however, as the WetMap feature is a hidden gem from tP 1.0, you can use other particle emitter available to you to create with WetMap and not Flow Group).
- Add 'Forces' - gravity for fluid sim (Dynamic Setup)
_ Collision Map is used here as the WetMap generator
-- From the max menu, go to 'Create', select Tools and CollisionMap as 'group' (fluids in this case, you can name yours as appropriate) for WetMap generator.
- Specify which object to collide with. Save as file type: .mov
- Parameter; tweak with Scan Depth and Size of texture map depending on what you want.
-- TURN ON WetMap mode (decide if you want to create a 'Fade In and/or Fade Out time). Note: low time values means a faster fade.
-- ** Keep in mind that proper UV coordinates are very important (as this is 2D, there is no 'W' coordinates).
-- WetMap does the magic for your simulation.
-- Now playback the WetMap and you will see a nice, fade-out effects; clean particles, no overlaps as shown.
-- Viewport playback rendering shows the nice results of fluid particles hitting the box interior and drying off / fade-out. Simple and quick to do with thinkingParticles WetMap feature, fully automatic.
-- to remove fade-out, key in a higher value for Fade Out Fr. (under Wetmap mode).
NOTE: the WetMap for this tutorial is assigned to the Diffuse Channel. And you can manage the colors of the WetMap. Edwin has made it simple for illustration with two color in this simulation.
Remember to check out our Drop 6 videos on this Channel. Visit http://www.cebas.com/thinkingParticles
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