Hi there,
I´m having a bit of trouble here getting my sim to look right.
The issue is quite simple: I´m using a collision object with a vraydisplacement modifier on top. Its just a little displacement, but in the rendering the liquid sim now floats above the collision object.
Using the standard displacement modifier to represent the rendertime displacement during simulation doesn´t quite work, the displacement map is a composite map with different map channels and they don´t display right in the viewport.
Any idead how I can shift the liquid sim during rendering or how o get the collision right? I´m guessing the only way right now would be to somehow bake the composite texture and use that in a standard displacement modifier to get correct representation during simulation of the rendertime displaced collision object, right?
Having a correct visual representation of the vraydisplacement modifier in the viewport is still at the top of my wishlist right now...
I´m having a bit of trouble here getting my sim to look right.
The issue is quite simple: I´m using a collision object with a vraydisplacement modifier on top. Its just a little displacement, but in the rendering the liquid sim now floats above the collision object.
Using the standard displacement modifier to represent the rendertime displacement during simulation doesn´t quite work, the displacement map is a composite map with different map channels and they don´t display right in the viewport.
Any idead how I can shift the liquid sim during rendering or how o get the collision right? I´m guessing the only way right now would be to somehow bake the composite texture and use that in a standard displacement modifier to get correct representation during simulation of the rendertime displaced collision object, right?
Having a correct visual representation of the vraydisplacement modifier in the viewport is still at the top of my wishlist right now...
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