terencemace Posted January 30, 2019 Share Posted January 30, 2019 (edited) Hi all. I'm having good results using the flip solver and particles, using density to drive them mainly. Now I can't seem to figure out how to vary the size of the particles based on a colored texture. So all the particles have a unique size based on the colors in the texture. And the colors from the texture would be represented in the particles. As always, thank you for your advice. Such a great community. T Edited January 30, 2019 by terencemace Spelling Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted January 30, 2019 Share Posted January 30, 2019 (edited) Hey, I included a .hip. Hopefully you can find this useful. If you have any questions (or improvements) about it lmk. pcolor.hip Edited January 30, 2019 by ejr32123 Quote Link to comment Share on other sites More sharing options...
terencemace Posted January 30, 2019 Author Share Posted January 30, 2019 Thanks Evan. I’ll have a look. Much appreciated. T Quote Link to comment Share on other sites More sharing options...
terencemace Posted January 30, 2019 Author Share Posted January 30, 2019 Evan, it works great from the grid. Thank you. But, I'm trying to make it work on a box geo that I made into a flip solver. That's how I'm generating my particles. Inside of the box, so they just flow over a surface. The particles stay inside the very very thin box. Maybe there is a way to make the particles you sent just stick to the grid and swirl around on it? Tricky, eh? Thanks! Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted January 31, 2019 Share Posted January 31, 2019 could you post a photo or the .hip? I think I understand what you are saying but a photo would help. Are you saying the particles come from a box, then flow over a grid with the colors you want? Quote Link to comment Share on other sites More sharing options...
terencemace Posted January 31, 2019 Author Share Posted January 31, 2019 Hey Evan. Attached are a few shots of the setup. And the image file I want the points to be generated from. Thanks! Quote Link to comment Share on other sites More sharing options...
terencemace Posted January 31, 2019 Author Share Posted January 31, 2019 And this one shows how one of the point wrangles generates the density. After the Points From Volume node. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted January 31, 2019 Share Posted January 31, 2019 (edited) Is this what you want? You can mix this with the pscale trick from the other file. This time I am just using attribute transfer to get the color from the grid to the particles. Or are you trying to do something with uv's on a flip sim like this? Also there is a example file on mixing flip colors. https://vimeo.com/178384597 pcolor2.hiplc Edited January 31, 2019 by ejr32123 Quote Link to comment Share on other sites More sharing options...
terencemace Posted January 31, 2019 Author Share Posted January 31, 2019 Thanks Evan. I really appreciate it. I'll see if that works. T Quote Link to comment Share on other sites More sharing options...
terencemace Posted February 1, 2019 Author Share Posted February 1, 2019 Thanks Evan! That worked. Well done. T Quote Link to comment Share on other sites More sharing options...
terencemace Posted February 5, 2019 Author Share Posted February 5, 2019 Hello all. I've managed to get much further, and am able to vary to point size of my particles. Thanks Evan for your help! BUT, I still cannot get the texture to properly line up with the fluid. Instead of seeing the Mandril in this example, the UVs are wrong. And I have tried every combination of UV nodes, to no avail. Frame 01 of the simulation should be the image of the Mandril, and the fluid particles emit from that and swirl around. Any ideas? Attached screenshot and project file. Thanks! T FluidParticlesTEST.hiplc Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted February 6, 2019 Share Posted February 6, 2019 Is this what you are trying to fix? FluidParticlesTEST_2.hiplc Quote Link to comment Share on other sites More sharing options...
terencemace Posted February 6, 2019 Author Share Posted February 6, 2019 Fixed! That's what I was missing. Thank you so much Evan. I knew that Attribute Transfer was going to come in. Well done. Terence *What a great community of people we have here. Quote Link to comment Share on other sites More sharing options...
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