I have been trying to create a semi transparent fluid that contains an internal 3d structure and i'm starting to run out of ideas. I'd like to run over everything i've tried and if anyone knows any workarounds or solutions to getting these methods working (or can offer up a new method) I would appreciate the discussion.
The fluid stays pretty much the same volume outside of being squashed and stretched, no more is added or removed during the sim, and the viscosity is pretty high so it all sticks together.
First I tried particle flow & birthing particles on the surface (planning later to use those to draw splines in between them) but the particles dont read the phoenix sim as an animated object and stay frozen on the first frame.
Next up I tried Joker martinis Labyrinth script - works great, reads the geometry - but hangs on transforming vertices when applied to a phoenix sim. works fine on collapsed meshes...
To try and get the Labyrinth script working I tried making a cloth simulation that wrapped around and encased the fluid sim tightly - then i'd sim that and swap out my fluid sim for that animated cloth mesh. (I figured the consistent vertex count would help) Neither mass fx or standard cloth can recognize that a phoenix simulation is animated, they hold the first frame.
I then tried using environment fog - setting up a procedural network of 3d maps to give me a series of random internal points connected by tendrils. Looked great on my dummy object when setting it up... turns out vray environment fog cant use the phoenix object as a mesh gizmo, so it wont render.
So now I am all out of ideas. I felt like they were all pretty promising but now I have ran out of steam.
Some degree of flickering and instability is fine - I just want to be able to give the fluid some depth and internal detail.
The fluid stays pretty much the same volume outside of being squashed and stretched, no more is added or removed during the sim, and the viscosity is pretty high so it all sticks together.
First I tried particle flow & birthing particles on the surface (planning later to use those to draw splines in between them) but the particles dont read the phoenix sim as an animated object and stay frozen on the first frame.
Next up I tried Joker martinis Labyrinth script - works great, reads the geometry - but hangs on transforming vertices when applied to a phoenix sim. works fine on collapsed meshes...
To try and get the Labyrinth script working I tried making a cloth simulation that wrapped around and encased the fluid sim tightly - then i'd sim that and swap out my fluid sim for that animated cloth mesh. (I figured the consistent vertex count would help) Neither mass fx or standard cloth can recognize that a phoenix simulation is animated, they hold the first frame.
I then tried using environment fog - setting up a procedural network of 3d maps to give me a series of random internal points connected by tendrils. Looked great on my dummy object when setting it up... turns out vray environment fog cant use the phoenix object as a mesh gizmo, so it wont render.
So now I am all out of ideas. I felt like they were all pretty promising but now I have ran out of steam.
Some degree of flickering and instability is fine - I just want to be able to give the fluid some depth and internal detail.
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