polterizer Posted November 9, 2015 Share Posted November 9, 2015 (edited) Hello guys, Im figuring out about merge 2 flip fluids as diferent particle scale into one mesh as diferent detail by flip, i have tried vdb_combine, merge, etc.. cant get as i want, the idea is merge before of meshing and in meshing (vdb_from_particle fluid) must mesh as diferent detail geometry but dont know how do for now, if you know and can tell me would apreciate it, i atach simple scene if you want touch it. PD: the hip file is just merge and convert, its incorrect because see the inside border, must be continuos 2 mesh in 1 with these detail of both as separated, see the screen. thank you in advance Carlos merge_VDB.hip Edited November 9, 2015 by polterizer Quote Link to comment Share on other sites More sharing options...
fathom Posted November 9, 2015 Share Posted November 9, 2015 why do you need a single mesh? you can mesh them separately and then let the meshes overlap and blend the higher rez to the lower rez with a ray sop kind of function that tapers off. the goal being to to make the higher rez mesh as close as possible to the lower rez in the section where they overlap. then you just bump up your raytrace bias until you don't see any artifacts. Quote Link to comment Share on other sites More sharing options...
polterizer Posted November 9, 2015 Author Share Posted November 9, 2015 why do you need a single mesh? you can mesh them separately and then let the meshes overlap and blend the higher rez to the lower rez with a ray sop kind of function that tapers off. the goal being to to make the higher rez mesh as close as possible to the lower rez in the section where they overlap. then you just bump up your raytrace bias until you don't see any artifacts. i need because its not funny mesh 20 million poly and ray sop it, its just idea to mesh in 1 instead 2 times, just i need to know separate quality mesh by zones, that would work, i have other method its with vopsop using edge groups zones to snap together but its not perfect thanks for the words! cheers C Quote Link to comment Share on other sites More sharing options...
polterizer Posted November 9, 2015 Author Share Posted November 9, 2015 (edited) I attach the idea what i want, this image is photoshoped, you can see quality mesh by zone as only 1 mesh. cheers Carlos Edited November 9, 2015 by polterizer Quote Link to comment Share on other sites More sharing options...
alksndr Posted November 10, 2015 Share Posted November 10, 2015 (edited) Heres my attempt, its not usable but its ALMOST there. Needs more tweaking of the smooth mask and maybe more of them. The idea - get a new group of just the blend border to help fill in that gap, then dilate it and use it as a mask for smoothing. With more time I'd also try to use the second input feature of the convert vdb, just haven't been able to figure out how to put that together for this. It has to be possible though, just gotta think about it I'll see if I have more time tmr. VDBs are awesome! I think to get it legitimately smoothed and usable youd wanna use like 3 masks instead of one.. merge_VDB_v1.hip Edited November 10, 2015 by alksndr Quote Link to comment Share on other sites More sharing options...
polterizer Posted November 10, 2015 Author Share Posted November 10, 2015 Heres my attempt, its not usable but its ALMOST there. Needs more tweaking of the smooth mask and maybe more of them. The idea - get a new group of just the blend border to help fill in that gap, then dilate it and use it as a mask for smoothing. With more time I'd also try to use the second input feature of the convert vdb, just haven't been able to figure out how to put that together for this. It has to be possible though, just gotta think about it I'll see if I have more time tmr. VDBs are awesome! I think to get it legitimately smoothed and usable youd wanna use like 3 masks instead of one.. yeah, that is ! i like your idea, sure is more ways to do that, thank you mate! cheers C Quote Link to comment Share on other sites More sharing options...
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