Announcement

Collapse
No announcement yet.

Fluid Displacement

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Fluid Displacement

    Hello, I am having to create large scale tsunami type shots and so far almost all is working out well except for the surface of the fluids. The base fluid looks like large drops of water. And this is where the question comes, I know that Phoenix is able to do displacement (which I thinking will fix the issue) but I am not sure if I fully understand how it works and will the uvw map for the displacement animate with the path of the fluids?
    Nathan Evans
    nate@arcfx.com
    www.arcfx.com

  • #2
    The uve mapping is not suitable for this case, because the uvw channel becomes too chaotic after certain time and the result becomes weird. Try with world coordinates mapping.
    Btw, what a texture you are using for the displacement?
    ______________________________________________
    VRScans developer

    Comment


    • #3
      Thanks for the response, I can understand why the results would become chaotic just was hoping you smart guys found a way to make it work well. World coordinates I'm afraid will not look right due to the fluid flowing many different directions but I could be wrong after I give it a try. At the moment I have not picked any texture for the displacement, I wanted to ask first about mapping before I went to far in on adding something. For my tests I was using "noise" but, always welcome to recommendations. Also, the problem I am having with using displacement is it causes everything to bulge out too much. With the Vray displacement modifier I can control that with the "shift" option but in Phoenix I can't find a way except for "surface level" which causes unwanted gaps and holes.
      Nathan Evans
      nate@arcfx.com
      www.arcfx.com

      Comment


      • #4
        Also, the problem I am having with using displacement is it causes everything to bulge out too much.
        if you mean that the displacement is too big, use the displacement multiplier, right to the enable button. if you man that it produces general shift, use the RGB offset option of the texture, specify some negative value .
        ______________________________________________
        VRScans developer

        Comment

        Working...
        X