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texturing liquid with initial fill up

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  • texturing liquid with initial fill up

    Might have overlooked some options but is there a way to have a liquid object retain the colour information of the object with initial liquid fill option on?
    I'm trying a dissolving effect but without the something similar to the underlying object i'm really not sure how to achieve this.

  • #2
    Hey,

    The initial liquid fill option is just a shorthand for using a source on the geometry in Brush mode, so this is what you will need in this case. You should enable RGB emission in the source and in the simulator Output and use the texmap or vertex color of the geometry in the source

    Hope this helps!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Will test that in the morning, thanks for the quick reply!!!

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      • #4
        Sorry again, stupid post but I can't figure out whether what I am doing is right or wrong.

        so here's what i tried:

        -create a box with uvs and a simple texture applied to it / make sure the object isnt a solid in the phoenix properties
        - create a liquid source emit mode: volume brush animated from 100% to 0% over 2 frames / tick rgb / map: texmap and assigned a texture / motion velocity to 0
        - create a phoenixfdliquid container and check the rgb output in grid channels
        - once the sim is done apply a vray material with a phoenix grid tex in the diffuse this pointing to my phoenixfd liquid container rgb channel.

        I guess i'm missing a few steps because this doesnt work (can't see any texture when rendered).

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        • #5
          Hmm, do you see the correct RGBs in the viewport preview if you disable mesh and particle preview and show only the voxel RGBs?
          Svetlin Nikolov, Ex Phoenix team lead

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          • #6
            Well i see the correct colours but it's not following the UV of the object assigned in the liquid source at all.
            Attached Files

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            • #7
              Hey,

              In the Volume modes of the source - Brush and Inject namely, you can't use explicit mapping or vertex colors, since this is surface information and the voxels inside the volume don't have it. You should use planar mapping with 2D textures that need to discharge RGB inside a volume, or even better - a 3D texture.

              Here's more info on that: https://docs.chaosgroup.com/display/...CPHXSource-RGB

              Cheers!
              Svetlin Nikolov, Ex Phoenix team lead

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