Applying UVs to Fluid Object

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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?
- bdogg
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Yikes, my head just exploded thinking that it may be possible to use point velocities to distort UVs? Am I crazy?
- bdogg
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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

Attachments:
fluid_uvs.hip (667.3 KB)

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I had some reasonable results with:
- cached particles
- on any frame, project UVs onto the points and lock the node.
- copy UV attribute to sim particles

and then I think I used an attribute transfer to get the UVs onto the fluid mesh.

Really simple but it worked for what i needed…
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