Hi,
I'm stuck with withewater source emission mask, I need to build whitewater only around a specific area.
in this case around the rock (attachment), I don't need the WW emiting on the curvature of the wave.
Just on the collision.
A delete sop is too brutal, but I can see that on the withewater source there is a connection for mask,
but having a little hard time to figure how to make it work.
If someone has ever bumped into this problem can you please help me with a little tip?
Cheers.
R.
Whitewater Source emission mask
4367 6 1- Romano92140
- Member
- 40 posts
- Joined: Sept. 2018
- Offline
- Romano92140
- Member
- 40 posts
- Joined: Sept. 2018
- Offline
- OliverStock
- Member
- 18 posts
- Joined: Oct. 2017
- Offline
- Romano92140
- Member
- 40 posts
- Joined: Sept. 2018
- Offline
- Romano92140
- Member
- 40 posts
- Joined: Sept. 2018
- Offline
- Romano92140
- Member
- 40 posts
- Joined: Sept. 2018
- Offline
- Mirko23888
- Member
- 1 posts
- Joined: April 2019
- Offline
Hi there,
I had same thing to fix today.
In whitewater source output you have rocks and other stuff. You should create an object merge import your rock obj, convert in vdb and dilate them.
Use an vdbcombine between your vdb rocks and your whitewater source output. Put this vdbcombine in multiply. Now adjust your rocks dilate to catch every whitewater'detail you want. Hope this could help someone.
I had same thing to fix today.
In whitewater source output you have rocks and other stuff. You should create an object merge import your rock obj, convert in vdb and dilate them.
Use an vdbcombine between your vdb rocks and your whitewater source output. Put this vdbcombine in multiply. Now adjust your rocks dilate to catch every whitewater'detail you want. Hope this could help someone.
-
- Quick Links