Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Gubkin

points stick to colour of animated texture

Hello everyone!
I am creating a pool of lava and am struggling with creating displacement for it. The problem is the remeshing every frame.

How can you make points which are generated at the first frame follow the colour they have been given? My idea is once I have figured this out, to use those points for the position of the displacement.

Any help is greatly appreciated, thanks!

points_follow_colour.hip

Share this post


Link to post
Share on other sites

Disable your attribute blur as it is really slow. Just turn up the blend width in your attribute transfer. 

Secondly why can't you just attribute transfer the color a second time onto the points after the first transfer?

Also I am not understanding why you need points just to displace geometry anyway. Just add displacement at render time or in a attribvop. 

Flip comes with a rest attribute that you can enable. You can use this I think in a texture displacement map. Not sure never had to use it. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now