LW - Rendering Fluid Meshes
This example shows a basic approach to render RealFlow meshes by creating a custom textured surface. It describes a setup that is able to render two fluids.
- Import the mesh sequence into LightWave "Layout". The imported mesh object contains a weight map for each fluid which represents the contribution of the fluid by every vertex. These vertex maps make it possible to render complex, multi-type fluids.
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Mesh loaded in the "Layout" viewport.
- Open the "Surface Editor" from the menu or with F5.
- Select the mesh’s "Default surface" and click on the "T" button next to the "Color" parameter to open the "Texture Editor".
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The "Surface Editor"
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- Add a Gradient type layer for every fluid with the "Add Layer"Â combo box.
- Select the first layer and set the "Input Parameter"Â field to "Weight Map".
- Select the weight map from the list which belongs to the fluid. The texture weight maps from the RealFlow mesh file are generated with the name of "[object_name]_txw[fluid_index]".
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Adjusting the gradient in the "Texture Editor".
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- You can control the layer’s alpha value with the weight map. To do this, you need two keys – one for the start and one for the end position. The start is present so you need to add a new key and move it to the end position.
- Select the key on the end position and set the "Alpha"Â value to 0.0%.
- Set the required color.
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Gradient for blending meshes.
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- Repeat the previous steps for the second layer.
- Click on the "Use Texture"Â button.
- Render the current frame or the whole scene on the "Render" tab or by pressing F9 or F10.
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