.. is there a way I could replace the biscuit with a plane, and have the particles drawn towards a mask applied to the plane,
so that the result followed the mask bitmap perfectly? I need something like Body Force that is 2D and works with bitmaps?
This sounds like a job for the Particle Tuner. You can use the texture intensity and the distance to your object to be used as a condition where the force will be applied.
When working with textures as conditions - the Phoenix Simulator has no Explicit UV coordinates therefore the texture’s Mapping should be set to Planar from Object or World XYZ for this to work.
An important thing to note is that we don’t recommend using single faced geometry in the Phoenix simulations as it might produced unexpected behavior. The best way to make sure everything will work correctly is to add a shell modifier on top or just use a box.
I’ve attached as far as I’ve got.
Now I need the liquid to stick to Box01 and only be visible or created inside the white circle.
What do I need to change in the dynamics to prevent the particles from moving, and how can I test to see if the particles are within that centre circle?
Sorry for the late reply, a bit long Easter holidays.
If you’re making something like this why not just emitting the liquid from Box 1 and use the texture as a mask for the Outgoing velocity in the Liquid source. This way the liquid will be born only in the white parts.
As for making the liquid sticky, just enable the Wetting in the Dynamics rollout of the Simulator and Increase the Sticky liquid. Depending on the result you’re after you might need some viscosity as well.
I did a few changes to the scene and seems to be working. What I did was to change the condition for the Particle Tuner so that if the Intensity of the texture is below 1, the liquid and the wetmap particle will be deleted.
Then in the Dynamics rollout of the simulator I enabled the Wetting and set the Sticky liquid to 1. Here is a video of how this looks - https://youtu.be/ZURhfppBDAc
I spoke too soon. I’m getting strange results with a test bitmap. I have the UVs set to Planar from Object XYZ, but the particles aren’t matching the mask position.
I don’t understand Planar from Object XYZ fully.
When using the Planar from Object XYZ, the mapping will rely on the object - if you change the size of the object - f.e. make it wider or narrower - the way the texture is mapped will change as well and the texture will stretch.
In your case, when using a texture for the Particle Tuner - the mapping of the the texture will rely on the simulator, not on the object underneath. If you make a cube with the exact dimensions of the simulator, the texture should map the same way over the two.