Here’s what I’m trying to do…
I’m using the tornado setup which suits this shot, and there are two side-by-side spheres which act as colliders to the upwards flow of the tornado…
I just need to be able to export the sim with the colliders as alpha opacity which I can extract and use to composite something where the spheres were.
A depth pass might help me here, but I’ve no idea how to use. it…what would I connect the min and max outputs to in the RGBA spectrum? I’ve used B channel with depth passes before, but not sure how to parse the two min/max options. Any advice much appreciated, I need the colliders to mask the fluid, until it breaches the spherical boundaries, then I need the opacity in an alpha to composite the final shot,
Any ideas how I might go about this?
Thanks a lot!