early days...stuff i can improve on right away: a reflection / environment map.
more resolution in the mesh / smaller fluid particles.
nicer render- ie a cyclorama - i have an asset for this ! shadows - a wet map. This could be created manually from a top down render or there must be some procedural method - proximity between the fluid mesh and the collision plane maybe affecting point colour...like an Amb Occlusion pass ! :)
to far too long to render on my old, old machine :)
well it has been a REALLY long time since i played around in Maya, what ami doing in Maya anyway ?! I have to do some comparisons. Im also keen t investigate Maya and Houdini translation techniques.
4th test
tshirt
3rd ncloth test sphere pulls the cloth around via a constraint and collides with it
2nd n-cloth test, the torus has 2 'point constraints' on it as well as a collision relationship with the cube and a noise field turned on in the n-cloth solver.
1st test - one point constraint and a noise field in the solver