xpWetMap gives creative control over vertex maps, presenting options for distance, fading and spread.


To generate a wet map you require three things:

To generate the map, apply the tag to the object and drag the emitter, or an X-Particles group, into the Particles list box in the tab.

You can generate a vertex map on the object, which you could then use (for example) as the emission source for another emitter.

To do this, the object must be made editable and a vertex map generated for it.

Drag the vertex map tag into the Vertex Map Out field and uncheck the Render Only box.

If you select the object and switch to Points mode, you can see the vertex map being generated as you play the scene.

You can also shade the wet map if desired, by using an xpWetMapShader (link below).

This will color the surface depending on how 'wet' the surface is; the more particles hit the object, the 'wetter' it is.


General tab