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olli20
01-10-2008, 03:35 AM
hi
does anyone know a good way to move fluid texturing with the simulation?
anything else than adjusting expressions for texture origin and render sequences time and again...is there a way to measure it?
and another one:
how to solve that popping effect when emitting fluids??
can anyone help?
thanks guys!

Aikiman
01-10-2008, 06:47 PM
Theres changing Coordinate Method to grid, Im not sure how effective it is though compared with using expressions.

The popping can be fixed by keyframing the transparency from .8 > .1 for example if you are doing something like an explosion, if that is what you mean by popping.

olli20
01-11-2008, 09:39 PM
hi!
i`m aktually doing some sort of an komet like thing, so the popping appeared trough the whole simulation, but i has to do with the emission rates.fixed it by emitting less fluid from more sources.
i will test the grid method, thx

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01-11-2008, 09:39 PM
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