Whatsinaname Posted November 28, 2013 Share Posted November 28, 2013 Hi, Meshing particles or particle fluids using the new vdbfromparticlefluid SOP, I was wondering if it is possible to bake a displacement from a texture or procedural displacement into the mesh (Yes, I am well aware that might result in monsters). The stupid thing about it is I have no idea how to do this or where to look it up. Thank you very much in advance for any help or tips!! Quote Link to comment Share on other sites More sharing options...
Nerox Posted November 28, 2013 Share Posted November 28, 2013 Using a procedural (noise) is the easiest using a vopsop on the geometry it self, or apply it in a shader. This is easy in a sense that you can avoid the texture map lookup, its quite advanced stuff. In order to make it work you have to manualy create a rest attribute on the particles that you can transfer onto the mesh to use as a P for the noise. I would use a sopsolver on the second input of the FLIP solver and create your rest attribute there. I advise to untoggle the reseeding since this makes things even more complicated. Quote Link to comment Share on other sites More sharing options...
Whatsinaname Posted December 2, 2013 Author Share Posted December 2, 2013 (edited) Thank you for the reply, this helps. What do you actually mean by "rest attribute"? I think I could do the rest... Edited December 2, 2013 by Phlok Quote Link to comment Share on other sites More sharing options...
ikarus Posted December 2, 2013 Share Posted December 2, 2013 (edited) Rest position attribute is a static position value used for texture/noise lookups. You'll need to use a vdb from particles sop to generate an extra field from the attribute, which you can then use like a regular field a volume vop via a parameter or bind vop. Edited December 2, 2013 by ikarus Quote Link to comment Share on other sites More sharing options...
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