iwilson2 Posted November 12, 2013 Share Posted November 12, 2013 (edited) Hey all! I'm working on a project for a friend and I have the basic setup that I want for it. I want to apply the visual guide I currently have set up in the auto dop network to the liquid shader. I assume I'll have to make this change at the vop level and find a way to multiply the velocity of the particles to a ramp parameter in order to get the liquid to have different colors but I'm not that familiar with vops. Anyways, if anyone knows a useful tip to do this I would greatly appreciate it! Cheers! Ian FluidMechanics_v005.hipnc Edited November 15, 2013 by iwilson2 Quote Link to comment Share on other sites More sharing options...
woodenduck Posted November 13, 2013 Share Posted November 13, 2013 Hi, I think this is getting somewhere towards what you are after. I've placed a vop sop in the WaterDrop_fluid object between 'keep_only_points' and 'vel_transfer'. Use a ramp to control the colour based on velocity. This then gets piped in to the Cd output. Transfer the colour to the fluid mesh via the point wrangle sop and voila! WD FluidMechanics_v005_WD.hipnc Quote Link to comment Share on other sites More sharing options...
iwilson2 Posted November 15, 2013 Author Share Posted November 15, 2013 Awesome! Thats exactly what I was looking for! Thanks for the help =) Quote Link to comment Share on other sites More sharing options...
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