View Full Version : Fluids: image interpolation
ossossso
09-19-2006, 04:09 AM
Hi everybody!
I've created a 2d conteiner; using the paint fluid tool I've imported into the conteiner an alpha image for the density channel, in the way that my fluid takes, for the initial state, the image form, If I click "play" the fluid reacts to the dynamic forces, all right. Now I'd like that my fluid takes the form of another image after the first, like a sort of morphing, and then, if I can, another image again.. and so on.
Thank you for any advice!
ossossso
09-21-2006, 04:26 AM
Maybe I found a solution, but I need your help to realize it:
If I take a look at the hyperhsade I notice that the PondShape1 node has an input node called InitialState_PondShape1 (disk Cache). I noticed that in that particular node is stored information about density for the conteiner it is linked to. If I break connection between those two nodes and I connect InitialState_PondShape1 to onther Pond, it assumes the same form of the previous Pond.
Now all that I made is to create a lot of Ponds, everyone which different InitialState. Than I deleted all Ponds except for one, and I took all InitialState nodes.
Now I know that I can create only one connection at time between the pond and the InitialState node; all I'd like to know is how can I (maybe through an expression) make this connection change during time. In the sense that from frame 1 to 10 Pond is connected to InitialState1, from frame 11 to 21 connected to InitialState2, and so on.
Thank you very much for any help and sorry for the length of the post.
Cheers
TwinsenDude
10-13-2006, 08:21 PM
Hmm, I don't think there's a way you can do that with fluids, but what you can do is do it with particles. Unfortunately, as far as I know you have to draw out each shape manually instead of importing images, but you can use particle goals to make the particles go from one object to another.