Maintaining UV on fluid

   9320   2   1
User Avatar
Member
101 posts
Joined: Dec. 2012
Offline
Hi @ all,

did anyone played around with fluid mapping aka uvw ?

How the outcome should look like:
http://vimeo.com/47300345#at=0 [vimeo.com]

Previous Work:
I saw a similar Solution, which locks the UV at the beginning, but that should be dynamic, especially when dealing with topologies, which has no fixed number of points.

Here is valeri's work:
http://valeriodinapoli.blogspot.de/2012/10/houdini-uv-on-particle-fluids.html [valeriodinapoli.blogspot.de]

It would be nice if you guys could give me some tips on uvw

thank you very much

schiho
User Avatar
Member
373 posts
Joined: March 2009
Offline
If the source points have a uv attribute, that will get carried over into the sim. When surfacing (particlefluidsurface) you can tell it to transfer the uvs from the points onto the mesh.
Ian Farnsworth
User Avatar
Member
53 posts
Joined: Aug. 2009
Offline
As far as I know this is not straightforward, as you will get a problem with seams in your polygonised geometry - compare a sphere that has uvs applied as point attributes to one that has them applied as vertex attributes. The former will have a very clear seam. The fluid surface node is going to convert point uv values on your particles to point uv attributes on the polygonal mesh. So you will get a seam.

It may be that there is an elegant solution to this, but I've not yet come across it. If your fluid is highly viscous, and essentially a single blob, you may be able to shrink wrap a surface that has good uvs around your fluid using a ray sop. Alternatively (and this appears to be the method used in some of the empolygonizer examples) you can use a procedural texture that accepts 3d point data then you simply use a rest coordinate on your fluid particles and transfer this to your fluid surface. If all you need is some noise (such as for lava), or a marble like texture this will be fine.

If you want a texture image it won't work, and you'll be forced to use the uv method and hope the seam can be hidden. In the empolygonizer case they seem to be treating the liquids as a flat object in uv terms - I'm guessing with the u values repeating as more and more fluid is emitted. In that case the seam issue won't be apparent, but if your fluid flow is more cylindrical - water from a tap for example - it may look odd.

But perhaps someone else has found a good way to approach this.
Peter Quint
  • Quick Links