Hi All,
I'm attempting to 'melt' a piece of geometry using viscosity, however I really need a high level of control over what points of the mesh start to melt & when. Plus a control over the actual viscosity value.
I struck upon the idea of using the point color attribute to control this, as I'd be able to paint on exactly where I want the effect & animate the paint over time. Or even use a separate piece of geo to trigger the colour change.
I can do this no problem, and have experience with transferring attribs etc. However, I'm not sure how I would go about creating the solid/static fluid object?
(i.e. Do I have to set the initial viscosity so high that the geo keeps it's shape as a fluid until the color changes? Or is there a more obvious correct way to achieve this?
Essentially what I'm trying to achieve is the melting angel in this video:
Travis explains that he used color, however I'm not entirely sure what he means by 'masking' the viscosity?
As usual I've done a lot of combing the forums here, but haven't quite found the answer I'm looking for... However this post & file by Mawi comes closest, although I really need to use a fluid sim as I need to export a viscosity attrib/colour pass for texturing!
http://forums.odforce.net/topic/12822-viscosity-for-flip/?hl=melting#entry80429
Any help would be super appreciated!
Thanks all.