the character i am working on is melting at the moment using variable viscosity using attribute create node. I am using metaball to define the specific locations of the character to melt. the problem is that the character doesnt animate anymore( after the flip fluid procedure). i am using a sop solver for the metaball interaction with the flip which is working but the moment i try to plugin the character on the (use external SOP) it starts to animate but doesnt melt at all. how can i retain the animation and melting effect both at once ? do i need two sop solvers connected on the flipsolver?. i have tried many ways but it doesnt work. i am coming from a Max background; your help would be highly appreciable.
there are different ways to do that, one way is you can specify colors with attribute transfer at sops and in dops you can specify which color is to follow the fluid sim and which can keep the animation.
I have specified colors with attribute create(high, low viscosity) but not sure how to to attribute transfer in order to deform/animated geom. anyone with a quick complete response would be beneficial.
rizviali110 there are different ways to do that, one way is you can specify colors with attribute transfer at sops and in dops you can specify which color is to follow the fluid sim and which can keep the animation.
This Multisolver approach is so genius!! Thank you a lot!