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uv stretching on liquid sim

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  • uv stretching on liquid sim

    i thought i'd start a new thread for this. is it possible to do this with UVs using either 'Texmap' or 'Particle Texture'? I've been playing around with the 'particle texture' and it seems that it's attempting to keep the texture from stretching out, however that's the goal to have the texture stretch out. thanks!


    https://vimeo.com/4414156
    Last edited by ttdww; 23-10-2015, 08:55 PM.

  • #2
    you have to use rgb channel here, no mapping is needed.
    ______________________________________________
    VRScans developer

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    • #3
      thanks very much Ivaylo. messing with it now. i think this could work!

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      • #4
        i think i already know the answer to this, however would it be possible to allow the volume modes to work with rgb emission? currently it only works with shell mode. thanks!

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        • #5
          if it works only with shell mode, this is a bug, the volume mode should also provide rgb values.
          ______________________________________________
          VRScans developer

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          • #6
            Do the UV's work with the nightly FLIP solver? It does show in the viewport when viewing the RGB sprites but not able to transfer that to the mesh at the moment. Could you confirm the workflow?

            Thanks!
            Adam Trowers

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            • #7
              unlike the smoke and fire, phoenix has no special default liquid material, you have to design it using the standard materials. use phoenix texmap to transfer the rgb value to the material, avoiding the circular reference by dummy simulator, like explained here
              ______________________________________________
              VRScans developer

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              • #8
                Yes I did that as used that technique for other effects. No joy as of yet.. must be missing something.. shall go through that thread again
                Adam Trowers

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                • #9
                  Ah it was working all along.. just hard to see! Ignore me
                  Adam Trowers

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                  • #10
                    hi Ivaylo,

                    re: if it works only with shell mode, this is a bug, the volume mode should also provide rgb values.

                    would it be possible to include a fix for that in the nightlies? currently i can't seem to get my walls filled in. see image. i need that to be one solid sheet of liquid. i'm ejecting in 'surface force' mode for a few frames and it never fills in more than this - even at high detail.

                    if i raise the eject speed, it fills in but the liquid is then moving. i need to have separate 'amount' and 'speed', so i can raise 'amount' to 100% and 'speed' to 0. Possible?

                    Click image for larger version

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                    Last edited by ttdww; 29-10-2015, 07:37 PM.

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                    • #11
                      the bug is confirmed, there is no rgb output when the source is in brush mode, will be fixed in few days
                      ______________________________________________
                      VRScans developer

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                      • #12
                        great! thx again.

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