garf Posted February 11, 2016 Share Posted February 11, 2016 Hello, Noob here. I would like to create a character that appears to be made of a viscous liquid with some splashy/blobby bits falling off. I've tried using my emitting geometry as an isooffset SDF and then piped this into a field force dop with some success but it's not very controllable. I've also looked at using pop attract to try and keep the particles closer to the deforming geometry but with little success. Can someone give me a nudge in the right direction as to what methods I could try to implement this kind of effect? Any pointers appreciated Cheers Quote Link to comment Share on other sites More sharing options...
sebkaine Posted February 11, 2016 Share Posted February 11, 2016 Hi garf this might be interesting for you. basically you have to generate a nice procedural attribute in sop that will represent the area where you will lower your viscosity. the process is simple you then read this attribute inside a SOP solver that you plug in your FLIP. i will mix a vdb mesh + a FLIP sim with animated viscosity. The tutorial is a good starting point. Great avatar dude ! very 90ies ! Quote Link to comment Share on other sites More sharing options...
garf Posted February 15, 2016 Author Share Posted February 15, 2016 Heya sebkaine, Thanks for the nudge. Party on! Quote Link to comment Share on other sites More sharing options...
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