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When a mesh is created its UVW grid will be extracted from the fluid particles. "Texture Gizmo" will change the UVW mapping according to the position, rotation and scale of the daemon. The new UVW coordinates will be calculated as a top projection with the UV values running along the daemon's viewport square, and the W values increasing in the perpendicular direction.

 

Texture at frame

You can specify a certain point in time when the fluid becomes textured. From this moment the UVW data are generated and applied. By default this process starts at frame 0. In order to get a clean mapping we recommend using a short script:

  • Layout > Simulation Flow
  • Right-click on “FramesPre” and choose “Add Script”.
  • Copy/paste the code from below to the empty editor.
  • This action will renew the projection with every frame.
  • Then, run the simulation.

Texture_Gizmo01.setParameter("Texture at frame", scene.getCurrentFrame())
Texture from obj

The daemon uses the UV data from the selected reference object and applies them to the fluid.

Remap in Play mode

When active the daemon can also be used with cached (= previously simulated and stored) particles.

Texture now

This button has actually the same function as “Texture at frame”, but you can choose any specific point in time independently from an earlier defined frame.

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