Ideal way to uv constant emitting viscous fluid?

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I've tried a flip -> multisolver + blending UVsets which was getting me close, but the fade wasn't desirable. I've seen solid object to flip methods(melting object), where you promote UV's that you've retained from before the simulation. This works very well with deforming solids to flips. Theres been a more recent pighead example one as well. Which seems to be a great method when your ref geo is deformed. Not so much for flowing fluid.

I've tried Holding frames of the final sim's UV to apply to the earlier sim… Which produced the best quality so far. Eetu's method.

A lot of threads I've seen on ODforce have been from years ago. Has anyone made progress with this concept through to today? My best lead was a scene from the MxTraining fellow, Alejandro I believe. Where he was doing icecream cone. I had that working, but the UV's were stretched to where the texture isn't really visible. Just lines that do move with the points… so that was great progress. Seemed like the more ‘natural’ method..

I haven't tried the rest method just yet. But I just wanted to see if someone could enlighten me to the way they're doing it, or if people just sim, hold last frame of the sims uv then copy them back over? Like is that the way to do it?

I'm emitting flip fluid from scattered particles, flooding a hallway geo, texture is milkshake/melted icecream. Sim looks great.. but just need some uvs to surface with noise/bump that flows with it in more convincing way.

Thanks for your time.
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