Thanks Peter - good ideas to work with :)
Have a nice weekend!

Morten



> Den 20. januar 2017 klokken 11:36 skrev [email protected]:
> 
> 
> for a hero shot, you could do something like this:
> from the resulting simulation, emit a static trail of particles - mainly 
> from the edge I think.
> polygonise and flatten towards the surface (shrinkwrap) to make an almost 
> flat pancake mesh.
> You could do it as a texture as well, by prerendering the simulation as a 
> mask (rendermap or camera projection) and then playing with it in comp to 
> have a remaining trail (accumulative timewarp, edge filtering) - use that 
> trail mask in the shader of the surface to make it look wet (lower diffuse + 
> add reflection/spec + replace surface bump with bump of the water trail )
> The trail can also be done with a simulated weightmap.
> The specifics are fiddly - and no guarantees. But adding such an interaction 
> between simulation and surface can certainly help step it up a notch.
> 
> 
> -----Original Message----- 
> From: Morten Bartholdy
> Sent: Thursday, January 19, 2017 11:43 AM
> To: Userlist, Softimage
> Subject: Water drop cling
> 
> I am simulating a drop of water falling onto and running off a surface. The 
> client wants it to partially cling to the surface and dragging a trail of 
> water on its way down, the way small scale water surface tension can do.
> 
> I can sort of get the basic simulation working with Lagoa, but would like to 
> try adding some additional wateredge clinging to the surface, kind of look. 
> I was thinking this could possibly done as a post sim ICE thing adding 
> friction or attratction, but otherwise have no clue how to do it. Have any 
> of you dealt with something like this and perhaps have some ideas or 
> pointers to tools or techniques I could look into?
> 
> Thanks
> 
> Cheers
> Morten
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