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Material Mixing, UVW's, Grid texture?

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  • Material Mixing, UVW's, Grid texture?

    I'm unclear how to apply a material to the surface of a fluid mesh which will actually MIX (move and mix appropriately when the surface is disturbed). To give an example, if I was to push an object through a flat fluid with a checker map applied, when the fluid closes around the object, the checker map remains intact on the surface. This is NOT what I'm after. The surface after such a disturbance should appear disturbed. The checker map would be mixed up in the area the object was pushed through while remaining intact where it wasn't touched. I hope this makes sense and I'm wondering if this is possible to achieve and HOW to do this...

    THANK YOU!!

  • #2
    Hello,

    In the Source turn on the RGB channel and set a map for it. Then from the Output Options of the Simulator turn on the RGB in the Output Grid Channels.

    Apply a VRayMtl to the Simulator and connect a PhoenixGridTex to it. For the Texture select the RGB channel from the list and choose your Simulator.
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      Thank you for your reply, Georgi...
      In what manner do I connect the PhoenixGridTex to the Vray material? Do I put it in the Vray Diffuse slot?

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      • #4
        Depends on the look you are after. You can use it in the Diffuse or the Self-Illumination slot.
        Georgi Zhekov
        Phoenix Product Manager
        Chaos

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        • #5
          So I've included a screenshot and resulting render. I'm using a bitmap for ease and recognition in this example. A simple brick texture. Ultimately the shader is being crafted with procedurals.

          Interest area #1 shows a strange band of color on the initial fill area also which isn't textured and interest area #2 shows the stream of fluid which also shows some color but is not rendering the texture. You can see the setup; map in the source, rgb checked on and the PhoenixGridTex is in the diffuse slot of the vray material.

          Am I missing something?

          Thank you for your help.Click image for larger version

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          • #6
            Also, should I be using strictly explicit mapping coordinates? Is there an example file available I could look at that actually has this setup working? We are using Phoenix in production and have found this to be our only stumbling block, hoping we can get past this, which ultimately will define whether we are able to continue using it for this project. Thank again for your assistance.

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            • #7
              I think you need to export RGB particles too, give it a shot
              Adam Trowers

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              • #8
                We have sorted that out - it was the RGB Diffusion that was causing the problem. When it's set to 1 as it is by default it will mix the colors way too fast.

                As for the Initial Fill up with mapped RGB - we need to add a functionality and it will work with brush sources. So you will be able to fill the container really easy with mapped RGB channel for the liquid.

                This should make it in the nightlies in a few days.
                Georgi Zhekov
                Phoenix Product Manager
                Chaos

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                • #9
                  Hey Georgi!

                  Has the initial fill mapped to RGB functionality been added to the latest PhoenixFD 3.0 nightly? We're using Maya 2017 Update 3 with the latest nightly and cannot seem to get it working.

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                  • #10
                    Hey,

                    This still needs to be implemented for Maya I'm afraid. I will update the thread when we have something on this.
                    Georgi Zhekov
                    Phoenix Product Manager
                    Chaos

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                    • #11
                      Hi,

                      You can check this feature in the latest nightly build.

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                      • #12
                        Hi,
                        to avoid confusion and misunderstanding by my previous comment I want to clarify:
                        - you can check brush emitting with RGB texture in the latest nightly
                        - Initial Fill up with mapped RGB it's not done yet

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