JuriBryan Posted May 7, 2012 Share Posted May 7, 2012 hey i was wondering now for a very long time... what is the best way to render out a flip fluid simulation that needs to be integrated into a life action plate. lets say i want to put a ship on the ocean.. i sim to waves and all is good. then i use a particle surface node to create my geo, and apply a water shader to it, perfect. the problem with that is that i will get the whole body of water and not just the deforming top, which i could then simply overlay in nuke. The problem is: how do i get only the top part of my flip fluid sim? or just the part that is actually moving? cheers Quote Link to comment Share on other sites More sharing options...
Scratch Posted May 7, 2012 Share Posted May 7, 2012 Hey! Thx for your reply on my voronoi fracture thread! I think I can help you now aswell! Sidefx has just released a very cool and indepth (FREE) tutorial about how to render flip fluids. Check it out here: http://www.sidefx.com/index.php?option=com_content&task=view&id=2179&Itemid=132 Hope that helps Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted May 7, 2012 Author Share Posted May 7, 2012 hey, yea i saw that one... that problem is that it only goes into the shaders and how to set them up. I want to know how to extract the moving part of my sim and copy it onto a plane or something... cheers Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted May 7, 2012 Share Posted May 7, 2012 You could make a shader that have Alpha 0 if distance from boat/object is too far. Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted May 8, 2012 Author Share Posted May 8, 2012 yea that could work. do you know of a way to deform a piece of geometry with a underlying geometry... Something like a deformation modifier or something like that? cheers Quote Link to comment Share on other sites More sharing options...
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