davilucho Posted April 9, 2020 Share Posted April 9, 2020 (edited) Hi all I'm stuck with this. What is the best way to mix two fluids that have different parameters (i.e viscosity)? Both will have different shadings. Any ideas. Attached reference scene. Thank you very much to all Mix_flips_RnD.hipnc Edited April 9, 2020 by davilucho 1 Quote Link to comment Share on other sites More sharing options...
davilucho Posted April 10, 2020 Author Share Posted April 10, 2020 My goal is to make a river, to which I am going to do the shading with an ocean surface and ocean volume. To this river I want to pour a liquid with viscosity. I also want to do an independent shading to this liquid. How far I have come is: I have made the river using a flip solver, and put it inside the flip object as an initial state. I introduce the viscosity liquid in the same dopnet, through a volume source. So I have the perfect collisions between the two liquids. If to both emitters I place a color node at the sop level, in the final cache I will have this information, but I do not want a simple color, I want to be able to do a good shading to each of the liquids. The problem is that I can't separate them to be able to do the shading independently. I have tried removing the viscosity attribute after the flip fluid source in maya, but the result is not good. I would appreciate some help. 1 Quote Link to comment Share on other sites More sharing options...
davilucho Posted April 10, 2020 Author Share Posted April 10, 2020 Solved. Use split node after the dop import fields, select your stream of particles and do the cachei independently Quote Link to comment Share on other sites More sharing options...
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