I am trying to use a wetmap as mask map for another foam emitter - but without any luck. Should this be working at all? When I use the wetmap on a material it shows right at least. Any suggestions?
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Hmm, this sounds like it's not going to work - the wetmap might need to be simulated beforehand, or it might not be picked up by the second source. Also, the second source would create wetting on the geometry when it discharges through it, so the wetmap would be altered and each next run will yield a different result. On the other hand, if you try just to emit foam from the source, without any liquid, it will not discharge at all - we have to remove this limitation.
Are you trying to create foam on the edges of objects submerged in the liquid?Svetlin Nikolov, Ex Phoenix team lead
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I'd like to create something like a snail trail with foam.
The wetmap itself does not get destroyed be the 2nd emitter - so this is working. To create foam instead of liquid, would also be helpful.
Is there also any possibility to manipulate (export, edit, import) the wetmap (with MXS or C++)?
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I'm not sure what you mean and why this should help.
When I press <Simulate Start> on the 2nd emitter, only the 2nd simulation is running. It should then use what the 1st simulator saved. In contrast when I use the wetmap on a material, it still shows right and it never gets gestroyed with the 2nd simulation. Although the preview of the wetmap in the material editor shows just black, it renders right at least. When I use a simple animated material instead of the wetmap, it emits foam properly.
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My fault: I thought I use the nightly objects, but I seem to use the old "PhoenixFD" node. With the old PHX object it does it right, but with the new "PhoenixFDLiquid" I even cannot get the animated mask to work. I'll prepare a scene for sending.
One last quick question: Shall the emitter in the nightly be still a "PhoenixSource" or a "LiquidSource" for foam emitting?Last edited by abri; 30-08-2016, 06:55 AM.
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