View Full Version : how to use collisionUV
07 July 2003, 06:50 PM
i want to make ripple when particle hit surface,
i use collisionUV to calculate where particle hit surface,
but how can i use it to make surface to get ripple.
i use render node wave ,but it dont work
07 July 2003, 04:05 PM
i want do ripple ,please help
07 July 2003, 04:07 PM
isn't there a tutorial for this on aliaswavefronts website?
failing that - you could have a look at gnomon.com. Theres a tutorial on there for a rock that hits the surface and particles emit from that point. maybe you could use some of this?
07 July 2003, 11:36 PM
In maya5.0 you could create a 2D fluid texture on your object. Make the fluid solver type "springMesh" to create a wave motion with the density values. Take the uv position of the particle hit point and use the setFluidAttr command to add some density to your fluid texture at that uv value, which will create dynamic ripples. ( You can figure out the fluid voxel index by multiplying the uv value by the fluid resolution ).
07 July 2003, 11:51 PM
check out the waterDrops mel script on Highend3d.
It does many things automatically.
If you actually want to learn something, listen to Duncan.
01 January 2006, 02:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.