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issues with inherit texuvw from geometry phoenix fd

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  • issues with inherit texuvw from geometry phoenix fd

    Hello, please i get these weird lines where my UV seam meets in my liquid sim when I use inherit texuvw from geometry.
    Everything works well, it's just the mapping doesn't work well along the UV seams. you can see it in the attached image below.
    Please if there is any hack or way around this, I would love to know.

    thank you so much
    Attached Files

  • #2
    Try increasing the Interpolation value in the Texture UVW settings of the Sim (Dynamics>Texture UVW>Interpolation) to f.e. 1.
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      Originally posted by hermit.crab View Post
      Try increasing the Interpolation value in the Texture UVW settings of the Sim (Dynamics>Texture UVW>Interpolation) to f.e. 1.
      thank you for your response, but it doesn't work When I typed "f.e.1" it just gave me a value of 1.
      but when it was left to "1" the texture was moving.
      Note: this is a stagnant liquid it isn't moving. so I don't need the texture to move, I am trying to create a melting effect, but first I have to make the liquid look like the object, hence I need uv.
      the melting effects works fine. the problem is that weird line where the uv seam is located.
      if there is something I am missing, please let me know.

      thank you for your time

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      • #4
        Hello,

        The artifacts near the uv seams are a bug and I will log it into our system. In the meantime I can offer 2 workarounds:

        1 - You can try and enable the RGB output channel in the Phoenix simulator Output rollout - for both the grid and the particles. Then enable the RGB channel in the Liquid source and use the colored texture as an RGB map in the Source.
        This way the RGB channel of the liquid will carry the color. Then in the Material editor, just create a Phoenix Grid Texture, set it to read the Grid RGB channel and use this texture in the material applied over the simulator. The downside to this approach is that you will have to bump up the grid resolution quite a lot in order to get a sharp texture. Note that changing the grid resolution will make the viscosity effect weaker - so you will have to compensate for that either by increasing the scene scale or adding more steps per frame in the Dynamics rollout.
        2 - Maybe you can hide the seams on the back of the object and they won't be visible after the object gets melted.

        Georgi Zhekov
        Phoenix Product Manager
        Chaos

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