For grid meshes “Displacement” is surely the most interesting, because you can directly display the displacement generated from a cached grid fluid simulation. With this fluid type you have the option to activate the calculation of a displacement map and use it with any mesh. Other forms of displacement are valid, too, of course, and the shader can be used as a preview if you are planning to add some custom displacement later inside your 3D software, for example. The image format must follow the 2n rule: you can use any bitmap with a colour range of 2, 4, 8 or 16 bit. RealFlow uses colour images instead of grey scale bitmaps to achieve displacement along all three axes to create effects, like choppy waves.
You can choose between “Domain” and “Image”. The first option directly loads displacement maps from the attached grid fluid domain with the appropriate feature. It can be activated under:
HY_Domain node > Node Params > Displacement > Calculate > Yes
If the grid fluid does not carry displacement information, you can also load a RGB bitmap sequence with the second method “Image”.
@ white caps threshold
This parameter is only accessible when “Shader Type” has been set to “Displacement” and “Source” is set to “Domain”. The entered value can be used to control the amount of white caps directly in the viewport. Please keep in mind that the “White caps channel” has to be active in the grid fluid domain's “Displacement” panel to make use of this function. White caps are stored as an alpha channel in the displacement maps.
That is just the path to the image you want to load.
You can scale the projected displacement map to your needs by simply adding values different from 1.0. Please note that this option only changes the way how the map is displayed. It does not affect the real scale of the mesh’s UV grid.
The number of repetitions is controlled with this setting. Low numbers lead to stretched views, while higher settings produce patterns. This option only changes the way how the map is displayed. It does not affect the real scale of the mesh’s UV grid. Tiling is only performed along the horizontal axis and any height information will be ignored.