Jump to content

H13 VDBFromParticleFluid / Mesher...baking Displacement


Recommended Posts


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!!

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...