Search Forums

(Advanced Search)

Latest Threads
can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 98
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 361
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 505
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,211
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 335
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 415
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,153
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 400
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 237
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,391

 
  Wind Tunnel Simulation
Posted by: Cyberben3d - 03-05-2019, 11:26 AM - Forum: Obi Fluid - Replies (2)

Hi, I'm wondering if Obi Fluid can generate visuals similar to CFD software, such as this video demonstrates:

https://youtu.be/2RBOtd-Z8O8?t=31

We are trying to create a virtual Wind Tunnel in Unity to demonstrate airflow properties around airfoil shaped objects and other things. I've been looking into importing vector fields from Maya Fluids and Fume FX but it would be really cool to be able to do something in real-time. We will have control over the hardware it runs on so we can build something with a lot of CPU/GPU power.

Another thing we'd like to do is the classic wind tunnel example using a car:

https://www.youtube.com/watch?v=sV_6E1Lh7yo

Even if it can only do it in 2D it would be useful as here:

https://www.youtube.com/watch?v=Png0fnG0b_U

I just haven't seen any demo videos of Obi Fluid that show this type of fluid simulation.

Thanks!

Print this item

  How to clip soft body
Posted by: apapaxionga - 03-05-2019, 11:00 AM - Forum: Obi Softbody - Replies (1)

I want to achieve a kind of simulation that the soft body can be picked up by a pair of chopsticks. The problem is that the chopstick is thin and will always pass through the particles. Even I increase the collision iterations. The particles will be pushed away by the chopsticks (use low shape matching stiffness). The particle picker can just pick and drag one vertex. If I want to achieve the whole softbody picked up and clipped by another physical object (rigidbody chopstick). How to setup the softbody? 

Do I need to combine both shape matching and distance constraint ? So the shape matching can maintain volume while the distance constraint can maintain particle's connection (not to be pushed away while collide with chopsticks). Does that mean I need to Obi Cloth ? Is it possible to setup a soft body object using both Obi Cloth and Obi Softybody?

Print this item

Pregunta Water drops on glass, How?
Posted by: Farzin - 03-05-2019, 07:04 AM - Forum: Obi Fluid - Replies (4)

Hello,
I just can't get Obi Fluid to simulate waterdrops on a plane to behave remotely like this one:
[Image: ca32f10fbb4f8eac286453ca3012d6e3.gif]
Would you please shed some light on this problem? any help is appreciated.
Thanks.

Print this item

Triste Character Skirt Change Position on Play
Posted by: deividkamui - 02-05-2019, 11:05 PM - Forum: Obi Cloth - No Replies

Hi, I just bought the Obi Cloth:


I'm trying to integrate Obi Cloth to my current project for skirt simulation for my characters. I followed the tutorial: http://obi.virtualmethodstudio.com/tutor...thing.html

However when I play my game the skirt change its position and practically undress my character.

I'm using Unity 2019.1.0f2


[attachment=349]

[attachment=350]

Print this item

  URGENT: iOS Crash, Unity 2018.3.14
Posted by: jlanis - 02-05-2019, 08:32 PM - Forum: Obi Rope - Replies (18)

Crash occurs on iOS (iPhone X, iOS 12.2) device shortly after the app starts. Note that this crash does not occur in the Unity editor or on Android. Using the latest version of ObiRope and Unity 2018.3.14. Crash log is pasted below:


Code:
Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Subtype: KERN_INVALID_ADDRESS at 0xe000000000000010
VM Region Info: 0xe000000000000010 is not in any region.  Bytes after previous region: 16140901053221568529  
     REGION TYPE                      START - END             [ VSIZE] PRT/MAX SHRMOD  REGION DETAIL
     MALLOC_NANO            0000000280000000-00000002a0000000 [512.0M] rw-/rwx SM=PRV  
--->  
     UNUSED SPACE AT END

Triggered by Thread:  0

Thread 0 Crashed:
0   ProductName                   0x0000000103425750 Oni::TaskQueue::NextTask+ 21026640 (std::__1::shared_ptr<Oni::Task>*) + 156
1   ProductName                   0x00000001034257fc Oni::TaskManager::DoTask+ 21026812 () + 44
2   ProductName                   0x0000000103419d1c Oni::Solver::ApplyPositionInterpolation+ 20978972 (unsigned int, float) + 6188
3   ProductName                   0x00000001039f68d0 Oni_ApplyPositionInterpolation_m3B1DC6EDDB01EBAED38CBCD4062D222EC2245707 + 27125968 (Bulk_Obi_3.cpp:29919)
4   ProductName                   0x00000001039f60ac ObiSolver_EndFrame_m24D9FA67575A13419D43443C1A7E4406F3930C43 + 27123884 (Bulk_Obi_3.cpp:17306)
5   ProductName                   0x00000001039fa7d4 ObiSolver_LateUpdate_m65353C862A1A9B63EB63D9AD9163FF7D0D9973F5 + 27142100 (Bulk_Obi_3.cpp:18852)
6   ProductName                   0x0000000102309330 RuntimeInvoker_TrueVoid_t22962CB4C05B1D89B55A6E1139F0E87A90987017(void (*)(), MethodInfo const*, void*, void**) + 3085104 (Il2CppInvokerTable.cpp:24647)
7   ProductName                   0x00000001033abe1c il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 20528668 (Runtime.cpp:539)
8   ProductName                   0x0000000102caa854 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) + 13183060 (ScriptingApi_Il2Cpp.cpp:246)
9   ProductName                   0x0000000102cb4e54 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 13225556 (ScriptingInvocation.cpp:347)
10  ProductName                   0x0000000102cc05e4 MonoBehaviour::CallUpdateMethod(int) + 13272548 (MonoBehaviour.cpp:578)
11  ProductName                   0x00000001028e6520 void BaseBehaviourManager::CommonUpdate<LateBehaviourManager>() + 9233696 (Behaviour.cpp:156)
12  ProductName                   0x00000001028e6494 LateBehaviourManager::Update() + 9233556 (Behaviour.cpp:207)
13  ProductName                   0x0000000102a9b2c4 InitPlayerLoopCallbacks()::PreLateUpdateScriptRunBehaviourLateUpdateRegistrator::Forward() + 11023044 (Player.cpp:1530)
14  ProductName                   0x0000000102a938bc ExecutePlayerLoop(NativePlayerLoopSystem*) + 10991804 (PlayerLoop.cpp:347)
15  ProductName                   0x0000000102a93918 ExecutePlayerLoop(NativePlayerLoopSystem*) + 10991896 (PlayerLoop.cpp:365)
16  ProductName                   0x0000000102a93b34 PlayerLoop() + 10992436 (PlayerLoop.cpp:419)
17  ProductName                   0x0000000102fb2248 UnityPlayerLoopImpl(bool) + 16360008 (LibEntryPoint.mm:269)
18  ProductName                   0x000000010202ba7c UnityRepaint + 80508 (UnityAppController+Rendering.mm:276)
19  ProductName                   0x000000010202ba30 -[UnityAppController(Rendering) repaint] + 80432 (UnityAppController+Rendering.mm:90)
20  ProductName                   0x000000010202b978 -[UnityAppController(Rendering) repaintDisplayLink] + 80248 (UnityAppController+Rendering.mm:71)
21  QuartzCore                     0x000000020d87f668 CA::Display::DisplayLink::dispatch_items+ 71272 (unsigned long long, unsigned long long, unsigned long long) + 632
22  QuartzCore                     0x000000020d94c4a0 display_timer_callback+ 910496 (__CFMachPort*, void*, long, void*) + 276
23  CoreFoundation                 0x00000002093f4604 __CFMachPortPerform + 192
24  CoreFoundation                 0x000000020941c000 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 60
25  CoreFoundation                 0x000000020941b6f8 __CFRunLoopDoSource1 + 444
26  CoreFoundation                 0x0000000209416290 __CFRunLoopRun + 2060
27  CoreFoundation                 0x0000000209415764 CFRunLoopRunSpecific + 452
28  GraphicsServices               0x000000020b651dd4 GSEventRunModal + 108
29  UIKitCore                     0x000000023636c00c UIApplicationMain + 216
30  ProductName                   0x000000010201cfa4 main + 20388 (main.mm:41)
31  libdyld.dylib                 0x0000000208ed4ffc start + 4

Print this item

  Switching between 3D and 2D mode in runtime?
Posted by: Yelmer - 02-05-2019, 02:46 PM - Forum: Obi Fluid - Replies (1)

Is there any way to swap between 2D and 3D mode on a obi solver (fluids) in runtime? I am trying to access the variable/parameter trough scripting, but I can not find a "Mode" on the Obisolver. Either I am looking in the wrong place - or the answer is "no you can not"? Sonrisa

And since someone always asks "Why would you want to do that" let me clarify that I understand I can not do both 2d and 3d at the *same* time.  Guiño 
It just would like using the same one solver and swap between 3d and 2d mode and keep all other settings - instead of setting up another one and point emitters back and forth and make sure all things match up. It is a visual effect thing that happens in between some other things in a visual art thing.

Print this item

  How To Stop Obi Fluid Renderer From Considering Reflection
Posted by: Komsur - 02-05-2019, 10:43 AM - Forum: Obi Fluid - Replies (1)

Hello,

I've isolated a problem with the way Obi handles reflection. To fix my problem simply, I need to know where the Fluid Renderer is considering reflection, and disable it entirely.

If anybody could help, that would be great.

Thanks in advance, I look forward to swift replies Sonrisa

Print this item

Exclamación Obi Fluid Renderer is Buggy and Particles Lose Colour
Posted by: Komsur - 01-05-2019, 10:43 AM - Forum: Obi Fluid - No Replies

Hi,

I've encountered another issue. When I look slightly away from the particles that have been spawned, they lose their colour and look washed out. I'm using the Fluid Renderer component on my main camera.

Any ideas?

EDIT #1: I'm using Deferred lighting, and swapping to the other versions of lighting in the camera to Forward solves the issue, Use Graphics Settings and Deferred (which we've built our project around) have the issue.

EDIT #2: It's to do with the reflection probe in the scene. I turned it off and the problem was solved, but when I turned it on again and put the particle on another layer and this didn't work.

EDIT #3: I began work on another particle effect because I can't proceed until this is fixed. The particle isn't related to Obi Fluid, but it fixes the issue when it's active. When it's inactive the problem reappears.

EDIT #4: Further testing has revealed that the error is present with all Obi particles regardless of position, rotation, etc. It is to do with the Fluid Renderer script that can be attached to the camera.

EDIT #5: It's not to do with directional lights. I turned them off and the problem persisted.

Print this item

  How to optimize particles without leaving green particles around.
Posted by: Crocomodo - 01-05-2019, 07:49 AM - Forum: Obi Softbody - Replies (1)

Optimize particle always leaves green particles(fixed particles) around blue particles. Those remaining green particles still get used to skinned mesh and affected by the parent's transform. This becomes a problem for my skinned character. Let's say I want the arm to be a Softbody which is parented to a shoulder joint. When I rotate the shoulder joint, Those green particles that creep onto the shoulder area will rotate at full skinned weight causing ugly transformation.

It would be best if we have custom bind functionality so we can precisely paint skin weight on each vertex for each particle. Or at least, just get rid of those green particles and let the original skinned weight to do its job to transform those vertices on the transitional area between Softboded vertices and normal verticed.

Print this item

  How to retain stiffness when using many small particles?
Posted by: Crocomodo - 01-05-2019, 01:48 AM - Forum: Obi Softbody - Replies (2)

I need to use one particle per vertex which in turns, automaticallay cause softbody to lose stiffness. The problem is it become too soft and the stiffness slider(on Shape Matching Constraints) only goes up to 1. Any suggestion?

Print this item