![]() In other words we end up with only 1 geometry that has a complex & details outer surface, with quite a lot of primitives / facets that reflect the nature & look of the real world object they represent – which also means, we can get rid of all the “inner flex particles” in the case of the volume of water in the basin. I think the process could be the following : in a first step, one has to combine the lots of “flex particles” in a way that they fit the desired purpose, which in this case means to calculate a kind of volume object of the “lots of water” in the basin (n flex particles → 1 3D object). How to render / shade a Nvidia Flex fluid simulation that looks like water : there is 1 actor emitting the water in “flex particles” that flow into an open box, which has collision characteristics so that the “flex particles” cannot leave the box – so we end up in a basin full of water. I got several things in my mind I would like to realize with Nvidia Flex, but to get the basic understanding for the render / shading, I keep it simple, so that the discussion might end up in reproducible recipes or example for anyone new to this subject, looking for source of information and how-to guide. I searched around the web (and operator snippest) and found several approaches to set up & configure the fluid simulation with the Nvidia flex operators in TouchDesigner, but no descriptions or tutorial how to render the resulting lots of, particle alike, objects in a proper way with a material – maybe because I lack of the right terms for a successful search. I am looking for a technique to render a Nvidia Flex fluid simulation in TouchDesigner.
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