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  1. 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.
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