BigShooter Posted April 16, 2020 Share Posted April 16, 2020 (edited) Hi... I have created a scene where ocean waves hit sand... Used the beach tank from Oceans tool shelf. In order to accomplish the wetmap on sand I have taken the following steps: 1) Cached out the fluid surface cache 2) Scattered points on the fluid surface and added @wetness = 1 attribute 3) Used group bounding box delete to only keep the points near the shore 4) Scattered points on the sand surface and added @wetness = 0 attribute, points inherit UVs from sand - note sand geo has UV textures applied on the diffuse and other channels. Y axis projection, scale = 15, 15, 15. Resolution 8K. 5) Created another geo and object merged from #2 and #4 6) In that geo created a solver that: - copies wetness attribute from previous frame of the sand-scattered points onto current frame - uses attribute transfer to transfer wetness from fluid particles 7) This works great... so I have points scattered on the fluid particles transfering wetness attribute to points scattered on the sand particles. But how do I convert that into an animated map that I can load onto the original sand object? How do I blend that map with existing textures? - I have tried to follow a tutorial where author created a vopcop2 generator in img context and created the flow in VOP as per attached file - But this is not really working well... (a) its very slow (b) I get a small something that doesn't seem to animate or read the exact details of the points. Is there a better way do do this? One that might actually work? Huge thanks. Edited April 16, 2020 by BigShooter Quote Link to comment Share on other sites More sharing options...
quentin Posted January 5, 2023 Share Posted January 5, 2023 Hi, I'm struggling with the same issue, did U find some solution ? Quote Link to comment Share on other sites More sharing options...
haggi Posted January 5, 2023 Share Posted January 5, 2023 I usually use a volume to create the wetmap. That's fast and easy to handle. Have a look at the file, it contains the interesting parts, maybe this helps. You only have to take care that the volumebox is always the size of the texture (e.g. 4k or 8k). wetmap.hiplc Quote Link to comment Share on other sites More sharing options...
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