mascio Posted September 20, 2012 Share Posted September 20, 2012 Hi! I hope someone could help me. I have imported (using RF connection plugin) some simulated particles from Real Flow into Houdini. I have generated a mesh using Particle Fluid Surface Node (fantastic node!), but i'm not able to generated a correct UV map for exporting. Particles number changes for each frame. Could anyone suggest me how to do? Thanks! mascio Quote Link to comment Share on other sites More sharing options...
Annon Posted September 20, 2012 Share Posted September 20, 2012 If the geometry is changing every frame, how do you expect to maintain a uv map? If you were doing something like slow moving lava, you could "advect" the uv map for a short period of time. What are you trying to achieve? Quote Link to comment Share on other sites More sharing options...
mascio Posted September 20, 2012 Author Share Posted September 20, 2012 I'm trying to replicate in Houdini what is possible in Maya with nParticles using UVW and in Real Flow using internal mesher. Particles change in every frame, but UV are correct. I think that it is possible in Houdini too, but i don't know how. mascio If the geometry is changing every frame, how do you expect to maintain a uv map? If you were doing something like slow moving lava, you could "advect" the uv map for a short period of time. What are you trying to achieve? Quote Link to comment Share on other sites More sharing options...
reyan Posted September 20, 2012 Share Posted September 20, 2012 Hi Mascio, Maybe you can try with "Rest Position VEX node", look the examples Leo Quote Link to comment Share on other sites More sharing options...
mascio Posted September 22, 2012 Author Share Posted September 22, 2012 Hi Leo! :)P "Rest Position VEX node" doesn't work because mesh vertices index change from a frame to another. Thank you. mascio Hi Mascio, Maybe you can try with "Rest Position VEX node", look the examples Leo Quote Link to comment Share on other sites More sharing options...
Valerio Di Napoli Posted September 23, 2012 Share Posted September 23, 2012 Hi Mascio, take a look at this solution. I hope it helps. -Valerio liquidUV_test.rar Quote Link to comment Share on other sites More sharing options...
tmdag Posted September 24, 2012 Share Posted September 24, 2012 (edited) you can map particles in RF (or Houdini) and track them by ids Edited September 24, 2012 by tmdag Quote Link to comment Share on other sites More sharing options...
mascio Posted September 24, 2012 Author Share Posted September 24, 2012 Could you explain me how can I do please? Thank you. mascio you can map particles in RF (or Houdini) and track them by ids Quote Link to comment Share on other sites More sharing options...
Annon Posted September 24, 2012 Share Posted September 24, 2012 Can you explain what you are doing (lava, waterfall, chocolate, syrup etc). You can use "Valerio DI Napoli" example only if you are not creating new points. You can create point colours based on id to get texture flowing through. You can "advect" uv's through the fluid sim. It all depends on what you're trying to do, so can you explain exactly what type of effect you are doing. C Quote Link to comment Share on other sites More sharing options...
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