Anyone know how to create UV's for FLIP fluid emitters? I've tried using the rest attribute but the mesh moves through the texture. I watched Tim van Helsdingen recent video on sticking textures to flip, but it seems to only work with Redshift. Haven't found any helpful info in the forum, so any help would be appreciated.
Thank,
Seun
Create UV's for FLIP Fluid
Moderator: juanjgon
- Tokyomegaplex
- Posts: 28
- Joined: Tue Sep 06, 2016 5:10 pm
tim van helsdigen's method should work fine. i dont know if any octane noise is rest position based, that itself might be a redshift thing (i know that by default their noises are based on rest pos).
as long as you have a UV attribute on the mesh ur making it'll do something, and tim's method is definitely the best ive found for doing that. i used it on a project a while back where we had to transfer the alembic to c4d and render with arnold and it was fine.
as long as you have a UV attribute on the mesh ur making it'll do something, and tim's method is definitely the best ive found for doing that. i used it on a project a while back where we had to transfer the alembic to c4d and render with arnold and it was fine.
Ahh, I see what you mean. I was trying with octane noise. I just tried with and image texture, and it seems to work! Is that just a limitation with Octane noise? Can't seem to get an image texture to work with triplanar tho.Tokyomegaplex wrote:tim van helsdigen's method should work fine. i dont know if any octane noise is rest position based, that itself might be a redshift thing (i know that by default their noises are based on rest pos).
as long as you have a UV attribute on the mesh ur making it'll do something, and tim's method is definitely the best ive found for doing that. i used it on a project a while back where we had to transfer the alembic to c4d and render with arnold and it was fine.
In theory, the UV map should also work to sticking the Octane procedural textures to the animated meshes. Octane doesn't have the concept of "rest" position in the core, so the plugin doesn't support this attribute, but if you have a valid UV map in the object, it should be enough.
Thanks,
-Juanjo
Thanks,
-Juanjo