05-07-2017, 05:02 AM
Hello,
I tried your plugin ObiFluid in my project, but encountered these following issues, please provide technical support.
1. I changed collision evaluation method to "sequential", which seems more stable when particle amount increases. Parallel method gets more tunneling issues.
But the beaker (the mesh collider) still get leaks, when I move the beaker "a little" more heavily. It looks better when moved slowly.
Can you provide more technical support on addressing this tunneling issue, I saw your documents saying tunneling issue "almost non-existent". :-)
2. The performance gets significantly decreased when particle amount reaches about 2000, only about some 50 fps.
The CPU usage is about half. Is there any tips on how to optimize the performance?
3. I found that there are many particles stay in the lowest layer, and the others piled up. And there is even a gap between them, when the smoothing is set above 1.0.
Is it designed this way, or there is some mis-configurations?
Thanks
Bin
I tried your plugin ObiFluid in my project, but encountered these following issues, please provide technical support.
1. I changed collision evaluation method to "sequential", which seems more stable when particle amount increases. Parallel method gets more tunneling issues.
But the beaker (the mesh collider) still get leaks, when I move the beaker "a little" more heavily. It looks better when moved slowly.
Can you provide more technical support on addressing this tunneling issue, I saw your documents saying tunneling issue "almost non-existent". :-)
2. The performance gets significantly decreased when particle amount reaches about 2000, only about some 50 fps.
The CPU usage is about half. Is there any tips on how to optimize the performance?
3. I found that there are many particles stay in the lowest layer, and the others piled up. And there is even a gap between them, when the smoothing is set above 1.0.
Is it designed this way, or there is some mis-configurations?
Thanks
Bin