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rendering flips


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#1 JuriBryan

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Posted 06 May 2012 - 06:26 PM

hey i was wondering now for a very long time...
what is the best way to render out a flip fluid simulation that needs to be integrated into a life action plate.
lets say i want to put a ship on the ocean.. i sim to waves and all is good.
then i use a particle surface node to create my geo, and apply a water shader to it, perfect.
the problem with that is that i will get the whole body of water and not just the deforming top, which i could then simply overlay in nuke.
The problem is:
how do i get only the top part of my flip fluid sim?
or just the part that is actually moving?
cheers
www.juribryanfx.com

#2 Scratch

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Posted 07 May 2012 - 01:26 AM

Hey!

Thx for your reply on my voronoi fracture thread! I think I can help you now aswell!

Sidefx has just released a very cool and indepth (FREE) tutorial about how to render flip fluids. Check it out here:
http://www.sidefx.co...2179&Itemid=132

Hope that helps :)
www.scratch-arts.net

#3 JuriBryan

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Posted 07 May 2012 - 07:33 AM

hey, yea i saw that one... that problem is that it only goes into the shaders and how to set them up.
I want to know how to extract the moving part of my sim and copy it onto a plane or something...
cheers
www.juribryanfx.com

#4 Erik_JE

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Posted 07 May 2012 - 07:35 AM

You could make a shader that have Alpha 0 if distance from boat/object is too far.
This is either a really smart move or by far the stupidest thing that we have ever tried.

#5 JuriBryan

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Posted 08 May 2012 - 07:57 AM

yea that could work.
do you know of a way to deform a piece of geometry with a underlying geometry...
Something like a deformation modifier or something like that?
cheers
www.juribryanfx.com




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