Hi All,
I am a new Houdini user so I apologise if this topic has already discussed in the past.
I have searched the forum and I couldn't find exactly what I am looking for so here I am asking for help.
This is what I am trying to achieve:
- I have a white object in the scene
- A FLIP emitter drips paint in two colours from above the object
- The paint cover the object conforming to its shape and the colours of the paint reveal the texturing.
- Essentially the two colours are mixed or not ordered at the beginning of the emission but have to be in a specific place to match the texturing at the end of the simulation.
These are the challenges I am having a hard time to figure out:
How can I drive the texture through the liquid to get into the correct place to match the texture?
How do I transition from the dripped paint to its original shape?
How do I do this maintaining the texturing in position between the two objects?
I have browsed the forum and watched enough tutorial online but I couldn't solve this.
I think the rest attribute would be of help but I am not sure how to use it.
I also looked into wetmaps.
Last, I understand that to simulate paint it is good to have clusters of particles with different viscosity.
Thanks!
Dripping Liquid texturing an object.
1414 3 2-
- ArteconiCGI
- Member
- 2 posts
- Joined: Nov. 2016
- Offline
-
- krueger
- Member
- 192 posts
- Joined: Oct. 2018
- Offline
You can do this to get the texture on your sim:
Texture your geo object and do a time shift to hold the last frame of the flip sim, then use the Attribute Transfer sop to transfer the uv from your geo to the static flip particles (you may need to subdivide or remesh your geo to get better results). Now you can use Attribute Copy to copy the uv to your animated particles. Make sure to turn on Add ID Attribute in the flip solver and on the Attribute Copy turn on Match By Attribute and specify id as the attribute to match.
I'm not following the other part of which objects you're trying to transition between. You want the paint drips to morph into the original geo object?
Texture your geo object and do a time shift to hold the last frame of the flip sim, then use the Attribute Transfer sop to transfer the uv from your geo to the static flip particles (you may need to subdivide or remesh your geo to get better results). Now you can use Attribute Copy to copy the uv to your animated particles. Make sure to turn on Add ID Attribute in the flip solver and on the Attribute Copy turn on Match By Attribute and specify id as the attribute to match.
I'm not following the other part of which objects you're trying to transition between. You want the paint drips to morph into the original geo object?
-
- ArteconiCGI
- Member
- 2 posts
- Joined: Nov. 2016
- Offline
-
- krueger
- Member
- 192 posts
- Joined: Oct. 2018
- Offline
It's a little hard to say without seeing what you mean. If the liquid conforms on top of your object, once you mesh your fluid surface you might be able to just use the Ray sop and set it to Minimum Distance. You could then either animate the Scale amount from 0-1 directly on the ray sop, or store that as a target position and blend the original position and target position in a vop or wrangle.
-
- Quick Links