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Fluid Mapping Channel Render Pass ? - Printable Version

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Fluid Mapping Channel Render Pass ? - NfrancisJ - 05-23-2016

Hi,

I'm wondering if there's a way to get the fluid mapping data out of fumefx and into something I can use in Nuke. Maybe some sort of UV pass. I would like to do some post work on my sims in Nuke based on the textures.


Attached is a quick test I did using Maya Fluids. I'm looking to do something similar using FumeFx.

Thanks!

NIK


Re: Fluid Mapping Channel Render Pass ? - sitnisati - 05-24-2016

Hello,

It is not possible to use the Fluid Mapping this way.
Not sure if you could do something with .f3d.

Regards,
Kresimir Tkalcec


Re: Fluid Mapping Channel Render Pass ? - NfrancisJ - 05-24-2016

Not Possible is not in my vocabulary! Big Grin Big Grin

There must be a way. It seems right now, fume uses fluid mapping to apply textures for extra detail. Is there anyway to view that data? What about wavelets? What about maybe a way to get the velocity fields out? Maybe that can drive textures. Even for a little bit. I understand the textures will be ripped apart as the volume moves, but I'm willing to try. :H

Also, I've been thinking, is there a way, other than advecting pflow particles, to get the fume cloud out as particles. My thought is maybe if I can turn the cloud into particles, then somehow shade it in Krakatoa to get the uV map look, I could use that in nuke.

Cheers!

Thanks for picking up the challenge. Big Grin


Re: Fluid Mapping Channel Render Pass ? - NormanStansfield - 10-04-2016

Try to use krakatoa and stoke. Soke or Krakatoa Prt fume objects gets fluid mapping into TexCoords and then you can try to extract the data further, or do whatever you want with magma modifiers. But Krakatoa and stoke are expensive and quite hard to learn. But worth of particle freedom it offers.
hope this helps