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    Particle Color to Liquid Mesh with Color Mapper

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    • MaverickMongoose
      MaverickMongoose last edited by

      Hi again Dr Sassi,

      I finally had a chance to have a look at the new liquid simulation tools in C4D, but im struggling to do something pretty basic.

      Do you know if there's a way to pipe colors from particles (Using Liquid Fill Emitter and a Color Mapper) into a liquid Mesh?

      I've got my liquid particle sim looking cool and colorful, but I want those colors to carry over into the liquid mesh.

      I tried a similar setup to what we did earlier this week, adding the Particle Group to a Color Vertex Map on the Liquid Mesh, but it has no effect in a material.

      Basically, the colors are being generated by the Particle Velocity (allthough particle age would be cool too) - I see you can generate a Velocity Map directly from within the Liquid Mesh Export Tab, but you get very little control over it in a shader.

      Any idea's, not sure if its even possible.

      Here's my attempt anyway: https://we.tl/t-uO08KOoEsK

      Thanks again and have a great weekend!

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      • Dr. Sassi
        Dr. Sassi last edited by

        Hi MaverickMongoose,

        There was a black to white gradient in the material [Ramp]. Add a color gradient or throw the node out, since you have already set the colors, and they are in the Color Vertex Map.

        A few things to remember:
        You have the Liquid Mesh somewhere at the top of the object manager.

        Always position objects as much as possible as they are processed.

        The main work of these newer Simulations is done in the graphics card, and what you see is not directly the information that is already calculated. Downloading this data takes time. To judge anything from the Editor's view is a compromise.

        The mesh is completely new generated each time, which means the Vertex colors from the frame before will stay until the new colors are "downloaded". Since the mesh is new (and there is no way around, as we need a mesh first before the new vertex colors can be calculated), the color arrives later; if the object is even above the Particle source, it might take a moment longer. Positions in the Object Manager matter. If data is not available, the data from the frame before will be used. However, the Editor's view is refreshed more than once, typically, hence it doesn't always show. The render pipeline goes one time through, no refresh.
        Render and you will see the colors show up, as the render waits until they are available, meaning the full cycle is done.

        Here is an example clip:
        https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_CLIPS_DRS/20250912_CV4_2026_drs_25_LImc_02.mp4

        Have a nice weekend as well.

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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