Hello everyone,
I was wondering why is it that adding color in the fluid through mel is different from adding color with the brush. Using this mel command makes the colors go to white after its repeated a few times, its seems to me that it uses additive blending or something wich is strange.
example : setFluidAttr -at "color" -ad -vv $colorR $colorG $colorB myFluid
When I use the brush for testing purpose and have the brush option set to "add" when I add red over a red part of the fluid it stays red and not white.
What i'm clearly trying to achieve is to dynamicaly paint an image sequence with color in a 2D fluid over time. I've tried several methods especially one metioned by Duncan using colorAtPoint bu I found that using colorAtPoint is ok for procedural textures but EXTREMLY slow on texture files no matter what file type I use, maybe I'm doing something wrong ?. Anyway I went to another method also metioned by duncan somewhere in the forum. I managed a little script to paint every images of the sequence into a fluid using the "import MAPS attribute" and cache each frame. Now I want to get the attributes from that fluid and paint them to a new fluid with the getFluidAttr and setFluidAttr.
I managed to make it work perfectly for density but with color it keeps gradually getting white over each frame. Is there a way for the color not to be additive ? but just a normal sum of color. Adding red over red should be red not a white. Please Help
Thanks
Djo