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Hi All, since making the Melting Textured Objects tutorial following it up with a tutorial about texturing a simulated mesh seemed unavoidable.

In this tutorial I demonstrate a method for texturing the simulated mesh using a rest position attribute and transferring maps to points.

Enjoy!

Z

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Tutorial: FLIP - Rest Pos to Texture

Hi All, since making the Melting Textured Objects tutorial following it up with a tutorial about texturing a simulated mesh seemed unavoidable. In this tutorial I demonstrate a method for texturing the simulated mesh using a rest attribute and transferring maps to points. Enjoy!

Comments

Anonymous

I singed up just to read this. It's very helpful. Do you have any insight of using rest on an emitter? I get the most awful textures on flip meshs and would love a similar guide for something that's being continuously emitted.

zybrand

Hi CaseWam, thanks for signing up :) . I have done it in the past but I haven't recently, I look into it and see if I can come up with anything useful.

Anonymous

Hi! Really interesting technique. How would you go about doing this with two or more objects melting into each other? I guess you could separate the points by their original FLIP sources to mesh them separately, but then you can't get any mixing going. Any ideas?

zybrand

Hi Amir! Really good question I have never tried that so I would have to have a think about it and do some tests. My maybe the trick would be to have object id's and use and extra float attribute to mix between the textures.