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  • Posts

    • Nice Richard - looks interesting, I'll try these ideas out. For me actually minimal mixing is ideal, the colours should stay nicely separated. Damping down the velocity is a good plan. At the moment I'm using a mono-rgb at the end with tight-spaced knots to give me the different shades. Not exactly what I was after, but it's looking promising.      
    • I was playing around with this idea for fluvial texturing of terrains. You can get an idea of how I got on here. https://www.youtube.com/watch?v=3IWnBREVup0&t=13s I would say it depends on the look you are going for. As you mentioned cops flow tends towards tendrils swirls. pic02  I didnt end up putting it in the video above but what can help to soften these off is to do a distort in the flow block, if you use the same velocity you will be distorting the flow at each timestep. This ends up giving you softer transistions between areas by basically blurring in a direction at each step. I think I also added a streak blur after the distort again with the same velocity. In my case for terrains I only care about the end result, so no animated mixing, just the final texture. If you want proper mixing, where one color nicely diffuses and mixes with another color then I dont think that the current flow block does this. There is a pyro color smoke example (type pyro configure color smoke) which does some nicer mixing which might be worth a shot.  
    • Hi - looking at ways to make this sort of effect, where separated colours run into eachother. It's fluid... but I'm thinking that a full flip fluid sim is the wrong way to go about this, especially as it'll be largely flat drips that are running into eachother - the resoultion & point counts needed would be super-tedious, and probably overkill. The flow-thing in Copernicus seems promising, but I'm having trouble keeping it from forming the super-tight spirals and mushroom-y swirls. So.... I thought I'd ask here! Any advice welcome :-) 
    • Here's the hip. I didn't have any constraints because I don't know how to set them up properly in my scene BreakChainHow.hiplc
    • Can you share what you got? there are a few ways to make that work. If you setup constraints, you can delete them by different types of methods.  
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