toad Posted April 21, 2016 Share Posted April 21, 2016 hi there!! I've melted an object using flip fluid solver and I was wondering if there is a way to apply a "low" sim resolution to the "high" (original) mesh. In another project using vdb fracture I could be able to apply the low sim to the original mesh by connecting the original geometry into the second input of convert vdb node and checking "transfer surface attributes", but I don't know why this method doesn't works for me for my flip fluid simulation. If it helps in this video: https://vimeo.com/85149964 The person who upload it, comments this: "I cheated a bit by wrapping the low res simulation to my high res geometry " Can anyone help me?? Thanks!!! Quote Link to comment Share on other sites More sharing options...
fathom Posted April 21, 2016 Share Posted April 21, 2016 you could try a point deform sop.... you'd have to have a constant number of points (no reseeding). plug in your high rez mesh, your rest frame sim points, and then your sim points animating. won't work if your sim breaks up a lot... Quote Link to comment Share on other sites More sharing options...
toad Posted April 21, 2016 Author Share Posted April 21, 2016 Thank you @fathom , but it I think I didn't understand something. Maybe i'm getting lost somewhere. In the first input I plugged the high res mesh, in the second a .bgeo of the points of the sim first frame, and in the last one the drop i/o Is that the correct set up?? Thanks! Quote Link to comment Share on other sites More sharing options...
fathom Posted April 22, 2016 Share Posted April 22, 2016 yeah, but you need to make sure your sim doesn't change point count. no idea how well this will work, but it's relatively easy to set up and try. Quote Link to comment Share on other sites More sharing options...
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