xs2222 Posted November 13, 2015 Share Posted November 13, 2015 Hello i am converting vdbfromparticlefluid for the mesh surface and trying to add an arbitrary texture to the meshed surface, and as you guessed right the texture slides as expected, tried rest sop , and did not work , any other way to make an external texture stick to the generated mesh surface If some of you have tackled this issue any insight on this would be great Cheers, J Quote Link to comment Share on other sites More sharing options...
fathom Posted November 13, 2015 Share Posted November 13, 2015 you're tyring to texture frame 1 of your mesh and hope that it moves with the mesh as it animates? if that's what you're aiming for, you could try advecting your mesh by your particle field to push it forward a frame, then transfer the uv's to the vdbmesh for that frame (or advect the current mesh backwards to grab uv's from the prev mesh). the problem will be when things split up and you interpolate uv's and streak texture. Quote Link to comment Share on other sites More sharing options...
xs2222 Posted November 17, 2015 Author Share Posted November 17, 2015 Hey fathom, thanks , but this method would not solve the stretching issue , a normal uv texture node would work if the liquid surface is not stretched out Quote Link to comment Share on other sites More sharing options...
Skybar Posted November 17, 2015 Share Posted November 17, 2015 The flip solver in H15 has an option for doing dual rests which is probably what you are looking for. Quote Link to comment Share on other sites More sharing options...
xs2222 Posted November 18, 2015 Author Share Posted November 18, 2015 Hi David, thanks for the valuable info Quote Link to comment Share on other sites More sharing options...
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