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  • selective displacement

    How would one go about applying coarse or fine displacement to part of a simulated fluid?
    For example, if I have fluid splashing out of a glass could I apply a slight noise displacement to the splash to enhance it's physical form but not displace the fluid in the glass? (especially the fluid which is against the inside of the glass as we don't want it poking through side of the container.)
    Graham Macfarlane
    3D Studio Max, Vray and motion graphics specialist
    Elyarch Ltd - London UK

  • #2
    you can compose a complex displacement texture combining several textures in one. for example you can multiply the displacement texture with a phoenix texture containing the speed of the liquid, thus achieving high displacement on the moving parts and low displacement on the still parts. however, keep this in mind
    ______________________________________________
    VRScans developer

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    • #3
      Thanks Ivaylo,
      I will give this a go!
      Graham Macfarlane
      3D Studio Max, Vray and motion graphics specialist
      Elyarch Ltd - London UK

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      • #4
        Bringing this one back from the dead!! Was looking for more info on displacement of the fluid.. Ivaylo, when you say "speed" do you mean the output of the "speed" attribute is needed for this kind of displacement?

        I'm digging into this topic now too of creating the fine level of detail on my water surface... just need a bit of guidance with what maya nodes are needed and can I do the version that flows with the movement of the fluid or do I have to settle with just generic animated texture.

        Thanks!

        Dave

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        • #5
          yes, the velocity have to be exported during the simulation, and put into phoenix texture during the rendering. multiplying the velocity texture by the displacement texture you will get a velocity dependent displacement. actually i think this is a bit unnecessary, just displace all the water with the wave texture, it is not visible over the disturbed parts, but is quite observable over the flat parts.
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          VRScans developer

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