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legrandcool

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    legrandcool
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  1. Hey, I already had this kind of problem, I don't know if it's the right method that I use but in your "Bake Texture", "Extrat image planes" I added a color pass. and when you return everything you can select it and save it. I think there is a better method but it can help you. wednesday_modif.hipnc wednesday_modif.hipnc
  2. thank you for the answer, I just needed to add a "constant" material in the material of geo. thank
  3. hello, I have no light, I tried to put a envLight with different rendering option. But no good results
  4. Hello everyone, I have a problem and I'm asking for your help. I have a deformed mesh and I created a black & white map based on one attribute. Then I apply the Color of the deformed point on a flat geometry. Geometry, UV, Color are good, but the rendered UV from mantra is gray instead of black, like the following frame. Do you have any idea how I could solve this. Thank you very much and good weekend to you
  5. Thank you for your help, I will look
  6. legrandcool

    SPH Solver

    hello everyone Firstly, excuse me for my english. I started to speak english. I would like to integrate bubbles in a liquid. My only constraint, i can not use FlipFluid but just the SPH (particlefluidsolver). I create a liquid in a bottle and i would like bubbles start form low to accumulate on top of the liquid. -Should i use a particlefluidemitter ? How to interact with the first liquid and modify density ?? -Or should i create a Pop system and use a fluidSource ?? But i can use it with a Fluidsource and not SPH. Thank you very much for your time and answers. Again sorry for my English mistakes Good day. Bob
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