meltShader and different fluid emitters
Posted: Tue Jul 20, 2010 10:50 am
Hi!
I am using two emitters for pouring one kind of fluid into another, meshing them together and shading them differently using your melt shader for mental ray. But there is a problem with the mesh - whenever I do any modification to the mesh (smoothing, deformers, etc.) and play the animation, the melt shader returns an error and mental ray renders just blank frame. Is there any way around this problem? Any way that maya shape node retains melt shader information after modification? Could I write the emitter id into some UV space in bin export central and then use ramps instead of your melt shader?
Thanks a lot!
I am using two emitters for pouring one kind of fluid into another, meshing them together and shading them differently using your melt shader for mental ray. But there is a problem with the mesh - whenever I do any modification to the mesh (smoothing, deformers, etc.) and play the animation, the melt shader returns an error and mental ray renders just blank frame. Is there any way around this problem? Any way that maya shape node retains melt shader information after modification? Could I write the emitter id into some UV space in bin export central and then use ramps instead of your melt shader?
Thanks a lot!