Sorry for the dumb question but
How exactly do you do the workflow for Flowmaps. I know there's the comb and obstacle nodes in the gameshelf, but if you wanted to copy a fluid simulation, would it be as simple as doing:
0. Timeshift/freezeframe your fluid mesh
1. Attribute transfer the velocity onto your flat river plane from your sculpted fluid sim.
2. Then with a wrangle, normalize the velocity attribute, then add the X/z values to the UVs? ie @uv += @velocity;
I know people blend the uvs back and forth - one with rest one with the distorted UVs but not sure how to do that - I mean I know how to add the layer node to create a uv2, uv3 etc, but as far as importing into unreal, the extra uv sets created in Houdini don't translate over on my meshes only showing one UV set.
For Vorticity/foam - I'm assuming you just make a vertex colored mask then blend/lerp to your content?