Hi
what is the corect way to add velocities from particle sources into fllip sim?
iv manged to get something working, but it means adding particle source into phxliquid source with tiny amount of discharge, but is there a way to add velocities by themselves, and not by "collision"?
also, after using Houdini flip, i loved the way u can add "curl noise" around any object, can we do this in phx 4? can we hook up phxturb to an object only, with particle tuner perhaps., be nice to have a falloff around an object using vray distex and have that as area of "turbulence/velocity" for fluid
currently working in Phx 3 , will be upgrading to 4 soon.
sorry about the Qs, just thinking out aloud for ideas that iv used in H
cheers
Harv
what is the corect way to add velocities from particle sources into fllip sim?
iv manged to get something working, but it means adding particle source into phxliquid source with tiny amount of discharge, but is there a way to add velocities by themselves, and not by "collision"?
also, after using Houdini flip, i loved the way u can add "curl noise" around any object, can we do this in phx 4? can we hook up phxturb to an object only, with particle tuner perhaps., be nice to have a falloff around an object using vray distex and have that as area of "turbulence/velocity" for fluid
currently working in Phx 3 , will be upgrading to 4 soon.
sorry about the Qs, just thinking out aloud for ideas that iv used in H
cheers
Harv
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