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  Tutorial does not look like my screen
Posted by: hkrivell - 01-09-2018, 03:22 AM - Forum: Obi Fluid - Replies (1)

Hello. I am an AR/VR Consultant, I am also a student at Pennsylvania State University, we want to use Obi Fluids for flood analysis. I am going through the tutorials, and the elements in the tutorial do not look like the elements in unity. 

I am using this video tutorial... https://www.youtube.com/watch?v=xBU200yV...Un&index=6
and I am trying to make the gushing stream you see in the video. However the settings in my Unity only create a single stream at the center of the emitter circle and the emitter with circle does not look like the one in the video. It is missing the arrows.

How do I produce a larger radius of the stream? Huh

My settings.
https://drive.google.com/open?id=1OxCPB7...UnfofKAi_7

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  How to use textures for fluids?
Posted by: Rad226 - 31-08-2018, 04:34 PM - Forum: Obi Fluid - Replies (2)

Hello,

Before I go any further I must congratulate You for making this piece of software. It is mostly impressive.

I have a question regarding usage of textures to make particles look good/cool. In stock particle materials there is a Shader property that allows to set a texture map.
Thing is that no matter what texture or map I put there nothing seems to happen with how the fluid looks Huh

Another thing is that I tried to swap stock shader in one of stock materials for another (Standard Unity Shader). It made game camera black. Thesame or something very similiar happen with every shader other than ones provided in OBI package.

What I'm doing wrong here ?


ps. I'm trying to achieve a soap foam like effect.

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  Procedurally change the diameter of the ropes
Posted by: mathaout - 31-08-2018, 09:38 AM - Forum: Obi Rope - Replies (3)

Hi,

I'm a developper for AR/VR industrial applications and serious game.

I would like to buy your asset. 

However, I would like to know if we could create and change the diameter of the ropes at runtimes.

Thanks in advance!

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  Is it possible to make the cloth taut in real time?
Posted by: jb88886 - 28-08-2018, 10:52 PM - Forum: Obi Cloth - Replies (3)

Is it possible to make the cloth taut in real time? For a camping simulation to set up a tent, I'd like to "pin" the cloth down in the corners and make it taut.

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Pregunta UWP Eta
Posted by: ickydime - 27-08-2018, 08:36 PM - Forum: Obi Cloth - Replies (4)

I've seen several posts about upcoming UWP support. Looks like you finished Linux in June and UWP is next.  Still true? Do you have an ETA on this support?

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  Coat Buttons
Posted by: ncthbrt - 27-08-2018, 06:35 AM - Forum: Obi Cloth - Replies (5)

Hi there,
I've been using Obi Cloth for the last week or so and it's been great but there has been one major stumbling block I've run into, which is correctly positioning and rotating buttons on a coat. I've been able to pull particle positions from script (which was also very useful for an untied belt) but struggling to get the buttons to face normal to the surface. Any suggestions as to how to solve this problem?

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Pregunta Trouble with local sim ObiSolver as child of interpolated Rigidbody
Posted by: jabza - 26-08-2018, 08:49 PM - Forum: Obi Cloth - Replies (2)

Hi,

As the title says, I'm attemping to use a 'locally-simulated' ObiSolver parented to a Rigidbody with it's interpolation set to 'Interpolate'.

Despite smooth Rigidbody motion, the various ObiCloth's (which are children of the ObiSolver), begin to jump / stutter sporadically as the Rigidbody picks up even a small amount of speed.

In my scene, the camera Lerps towards the RB. And the motion of the RB appears smooth both in Game and Scene view. But the motion of the various ObiCloth objects remains 'stuttery' in both views.

When interopolation of the RB is set to 'none', everything is smooth! Or at least when it stutters, it stutters in tandem with the parent RB. (However I still need interoplation for other reasons, so unfortuantely this is not a fix).

What I've tried:
Enabling interoploation on the ObiSolver itself actually appears to make the problem slightly *worse*.

I tried moving the ObiSolver directly onto the RB, rather than as a child. Unfortunately this made no difference.

Changing simulation order to 'LateUpdate' makes a big difference, although with still a tiny amount of stuttering. However, ideally I'd use FixedUpdate. -- As the documentation describes, LateUpdate is great for scenes which update object transform's outside of the physics loop. However, this is not the case for me, everything is driven via physics & FixedUpdate. Which is why I'm a little puzzled...

I'm using ObiCloth 3.5 with unity 2018.2.5f1.

My ObiSolver looks like so:
[Image: 600VuBG.png]

Any help on this would be greatly apprecaited.

Thanks in advance.

- Just to add, I've been super happy with ObiCloth 3.5, the enhancements to local solvers have benefited my project *greatly*, and makes Obi that little bit more flexible. Hats off and thanks!

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  Poor Sample Performance
Posted by: Armadous - 25-08-2018, 07:34 PM - Forum: Obi Fluid - Replies (12)

Hi, I just bought Obi Fluid and I'm having issues with very poor performance inside Unity. Most of the samples quickly fall below 15 fps and it seems that collisions are breaking down, especially with thick fluids. Running a release builds of the sample projects also didn't help.

https://i.imgur.com/SWJA8yl.gifv

My cpu is far from modern however I expected  it to capable of running reasonable scenes, especially the samples. I have an 8 core AMD FX-8150 3.6GHz. I'm running windows 10, 16gigs of ram, and a GTX 1080 Ti.

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  Is there a way to check that simulation done and all particles is sleeping?
Posted by: mmortall - 22-08-2018, 03:48 PM - Forum: Obi Cloth - Replies (5)

I need somehow to know that all particles are in sleep state. Because I need to stop simulation then, save simulation mesh etc. 
For now I use just a timer, but I want to use some smart way to check simulation done. So basically I need to know a percent of perticles are in sleep state and if like 99% in sleep state then considering simulation done.

It there a way to do what I wan currently?

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  2018 HD-SRP Support
Posted by: Hammy - 22-08-2018, 10:47 AM - Forum: Obi Fluid - Replies (1)

Hello,

I've been doing a lot more work in the HD pipeline and was hoping to use the fluid setups in there.  Do you have an plans in the future to create compatible shaders?  Is there an easy way for a user to edit them to make them work?

Thank you so much for your awesome work ^_^

Hammy.

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