I'm trying to create a melting animation using fluid simulation. However, I need the simulation to have the same topology as the original mesh. I tried using the method in this answer, but my object's shape is too complex for using the shrinkwrap modifier. I also tried using geometry nodes, but I couldn't find a way to transfer the position of the simulation to the original mesh, since the simulation doesn't have a UV map and the index changes constantly.

  • $\begingroup$ i guess if you want your object to liquify it can't keep it's geometry, why don't you use a Geometry object as fluid? $\endgroup$
    – moonboots
    Sep 12 at 14:19


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