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H13 VDBFromParticleFluid / Mesher...baking Displacement


Whatsinaname

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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!!

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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.

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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 by ikarus
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