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JuriBryan

Flip Fluid Emission

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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

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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?

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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 by 3d-gang

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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

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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 by Peter Quint

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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

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