I'm wracking my brain trying to figure out how to initialize a level-set fluid object with UVs that'll distort with the geometry. The purpose being to see if I can project a foamy water texture onto a simple sloshing fluid. My intuition tells me that level-sets won't preserve UVs as they're built dynamically.
Any insight?
Applying UVs to Fluid Object
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- bdogg
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- bdogg
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- rhaoosh
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I was able to add uv point attributes deep inside “obj/AutoDopNetwork/geo1/particlefluidconfigureobject/convert_to_particles” where “geo1” is your fluid object.
the uvs should keep all the way through to the particlefluidsurface when u mesh allowing the textures to move.
Would be nice to transfer uvs from the source geometry onto the particles though but I haven't been able to figure out how to yet.
attached is what i've got
the uvs should keep all the way through to the particlefluidsurface when u mesh allowing the textures to move.
Would be nice to transfer uvs from the source geometry onto the particles though but I haven't been able to figure out how to yet.
attached is what i've got
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- SamHancock
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