Thank for the great tips pshipkov ![]()
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Based on my experience i would suggest you to model polygonal clouds, then animate/deform them the way you want.
Use this geometry to emit in multiple fluid containers.
This is a great idea, it does solve the fadeout problem because the polygon constantly emit fluid.
And emit into multiple fluid containers will let me define different level of details in defferent containers.
But still this is a really heavy solution especially for rendering.
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Use the points of the polygonal clouds as motionField ( or whatever you want combination of fields ), so you can precisely drive the motion of the fluids.
This is what Iam not quite get. Do you mean use every vertex of mesh as a field?? Iam not sure how to do it.
Or do you mean something else?
I tend to use multiple mesh as emitter and stack them up so I can easily deform them. But how heavy the geometry will be enough, for example, it should be like a 2 level smoothed poly cube or 3 level smoothed?
How would you solve the rolling cloud, for example, come fluid on the cloud outter surface roll into the cloud. It seems only rotate the ploygon emitter wont get that effect.
And I still dont know how to solve those silk shaped clouds, if dont use texture grid, then I must build a really high resolution container, and that is surely not acceptable(for the computer I use). Is there any other way?
Any further tips and explanations are welcome, and please keep them coming ![]()
Thanks in advance ![]()