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  • melting geometry

    I'm looking for ideas to accomplish the following using Phoenix FD:

    --a static model starts to melt in various places controlled by noise or some other means
    --the melting areas deflect off the still solid parts of the model
    --uv's are maintained so any texture maps stretch with the fluid
    --ultimately the entire object melts as the noise (or other) expands completely

    Could all this be done with Phoenix perhaps? Thanks in advance!

  • #2
    unfortunately the mapped viscosity is still not supported, so this should be a hard task.
    ______________________________________________
    VRScans developer

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    • #3
      hi Ivaylo,

      thanks for the response. i see. i'm also open to suggestions for cheats where features aren't available.

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      • #4
        can you point a reference video that shows approximately what you pursuing ?
        ______________________________________________
        VRScans developer

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        • #5
          https://vimeo.com/74110954 ?
          Adam Trowers

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          • #6
            without animated viscosity, the only way is animated geometry and hard manual work.
            ______________________________________________
            VRScans developer

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            • #7
              thanks so much flipbook for posting the sample - yep, that's pretty much it. roger that Ivaylo regarding 'animated geometry, manual' method. What would be that method you are describing? I'm interested to hear about it. (If I have to utilize a little brute force - if it gets the shots done, that would be fine.)

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              • #8
                manual method means to design the mesh for every frame
                ______________________________________________
                VRScans developer

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                • #9
                  i see. thanks very much. i may also try it with particles taking over the mesh

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                  • #10
                    in the PHXsource, is the discharge map functioning?

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                    • #11
                      It should be, are you trying to modulate the particle discharge with it?
                      Svetlin Nikolov, Ex Phoenix team lead

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                      • #12
                        i'm trying to only emit over parts of the geo using a noise map. i'm shutting off the discharge on frame 2. when the map is active and pointed to the noise map i get no emission of fluid

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                        • #13
                          it it possible the discharge map for phx liquid source isn't working? also when using phxmapper helper i get a crash - even when excluded. max2012, build 25910

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                          • #14
                            Affirmative, we'll check it.
                            Svetlin Nikolov, Ex Phoenix team lead

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                            • #15
                              the discharge map is affecting the amount of the liquid, if you use drag particle (why you need them?) you have to map the particle birth value, not the discharge
                              ______________________________________________
                              VRScans developer

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