no through a texture, but through it's curve. i think the result is crappy, but if you find it promising, here is the scene
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Phoenix Lava, How??
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Originally posted by Ivaylo Katev View Posthere is the result until now, however the hardest part is not the appearance, but the movement of the displacement texture together with the liquid. excluding the uvw based displacement, the only way that i see is to use the particle texture, it is made with this in mind. for smoke this technique is very slow, but for geometry can be useful i think.
This is exactly what i am looking to create... Although I am having difficulties creating a proper displacement...
Ivaylo, could you brief a bit more on using two grids and getting the displacement working. I am not able to find explicit mapping ( using Maya and PFD ).
ThanksKishore Guntuku, Cine-Chromatix KG. Berlin
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the explicit mapping is useless, the only particularly working method is the particle texture.
you have to use some particles that have attached orientation to them. unfortunately our particles have no orientation, they are just points. the particles must be with low density, to make the distance between them bigger than the lava details.
using such particles in the particle texture you have to set the lava map (i'ts cellular map, i hope maya has it) in the slot of the particle texture and set it to use object space.
this will do the trick but i really doubt that it will look perfect, i suppose the borders where the mapping is switched from one particle to another will be visible.______________________________________________
VRScans developer
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