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Using houdini fluid to create wet maps ?


davylew

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Did this awhile back...

Basically I created a shader applied onto the "wood" geometry that looks up the water mesh as a point cloud (hence I need to use point clouds). It returns a value of black or white, depending on how close the water mesh is. This does not however take into account accumulation. I did that in the shader, but it was extremely expensive as time goes on. Instead, I just rendered out the black/white maps indicating the areas where the wet areas are, and then use COPs to do the accumulation of the maps over time.

I then used the accumulated wet maps to drive my specularity, diffuse etc in another shader.

I'm sure there is a less complex way of doing this, but thats what I did :)

HTHs!

Alvin

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