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Real Flow and Particle Fluid Surface


mascio

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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

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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?

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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

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