JuriBryan Posted September 13, 2012 Share Posted September 13, 2012 Hey, How can I control the emission of my flip fluids with texture maps. For example if I have a sphere that should only emit particles where it is red? cheers, Juri Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted September 13, 2012 Author Share Posted September 13, 2012 or is there a way to use particles as emitters for flip fluids? I tried the particle fluid emitter node and the source link but none of them work... and ideas? Quote Link to comment Share on other sites More sharing options...
3d-gang Posted September 13, 2012 Share Posted September 13, 2012 (edited) Although I am not sure whether it is the best way or not, but I would use sphere -> point -> group -> blast ops to extract an area and use the shelf item "Source from Surface" to emit fluid. Basically I am converting sphere in points and on based on its bounding box information, will color them with a ramp. In group op, create selection points matching to a expression that may say $CR > 0.7 or so. Use this group to blast off rest of the surface that you don't need and use it for emission. If you want I can upload a sample file tonight. This will not work on texture map, need some way to read that information. Hope it will help but there might be other ways too so keep exploring. Just added a sample file, in case someone need it. flip_emision_color.hipnc Edited September 14, 2012 by 3d-gang Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted September 13, 2012 Author Share Posted September 13, 2012 ok thank you i will try this tonight when I am back home.. but a sample file would be still great if you had one. And thanks Juri Quote Link to comment Share on other sites More sharing options...
Peter Quint Posted September 13, 2012 Share Posted September 13, 2012 (edited) ok thank you i will try this tonight when I am back home.. but a sample file would be still great if you had one. And thanks Juri Here is one method of emitting a flip fluid from a texture. flip_emit_from_texture.zip Edited September 13, 2012 by Peter Quint Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted September 13, 2012 Author Share Posted September 13, 2012 this is amazing thank you peter! I just test something else and it works as well, but is by far not so reusable! I simply blastet away the parts of the geo that had the wrong colors and then used the shelf tools, and it seams to work. And thank you both again for the great tips and hips! cheers Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.