I have a camera low to the simmed liquid water and I'm deforming some tall waves with an FFD to keep the camera above the surface. It works fine on the liquid mesh but the splashes/foam particles aren't following the FFD. Is this possible to do?
If not, how could I map on a gradient (greyscale) so that the area near the camera is lower - I'd plug it into the liquid mesh displacment - I'm guessing the particles would follow that deformation. Have also been trying that and can't seem to deform the mesh in only the Z direction, plus how can I map it with a UV?
Thanks!
If not, how could I map on a gradient (greyscale) so that the area near the camera is lower - I'd plug it into the liquid mesh displacment - I'm guessing the particles would follow that deformation. Have also been trying that and can't seem to deform the mesh in only the Z direction, plus how can I map it with a UV?
Thanks!
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