Dynamic Paint texture with Cycles I started following this tutorial from Blender Guru to do a rainy scene. While most of it works, he's using Blender Render, and by the end the process of setting up the dynamic paint just doesn't work the same way in Cycles. Specifically, after this moment (21:24), the process changes completely, as Cycles Render uses nodes, while the Blender Render does not. Anyone can assist me in setting this up for Cycles, taking into account that all my materials are using the new Principled shader?

I have tried using the baked image sequence as the factor for a mixed shader but have gotten no results. The material remains the same after plugging it in.



Further screencaps, I got it to try to work for one frame, I don't even know how, and I should've screencapped it, but some more as proof that this is not working.



Notice how that's supposed to be frame 46, have a look at the mask for frame 46.



This should be very much mixed down to the other half.
To get the frames to update when previewing in the 3D viewport, you need to enable Auto Refresh on the image texture. In final render, this is not needed.



This is not documented in the online manual's section on the Image Texture node, and the only references I've found to it are on the various help sites for Blender. Therefore I can't say for sure why this is so, but I'm assuming that in the 3D viewport speed is given priority over accuracy, while renders give priority to accuracy over speed.

In this answer to a related question, it is mentioned by Ray Mairlot. I've seen this mentioned in other places as well, but this was the first one a quick search turned up.

You may also want to try using the Alpha socket of the image texture as input for the Fac socket of the mix node, though that will depend on how the dynamic paint was set up.