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How do I make an Obi Fluid liquid translucent? |
Posted by: KBTIT_ - 10-04-2024, 04:20 PM - Forum: Obi Fluid
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This question may not be related to obi.
How do I make an Obi Fluid liquid translucent?
Lowering the alpha of ParticleColor in ObiParticleRenderer will not change the appearance.
For example, if you want to make an appropriate 3D model translucent, create an appropriate material, set REnderingMode to Fade, and change the alpha of Color to translucent.
In the same way, we are seeking to change the Color setting to make it translucent.
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need sticky liquid |
Posted by: KBTIT_ - 09-04-2024, 05:54 PM - Forum: Obi Fluid
- Replies (1)
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How can we describe a very sticky liquid, like oil?
For example, something that takes a very long time to fall when it hits a vertical wall.
First, I set Viscosity to 2, using this page as a reference.
http://obi.virtualmethodstudio.com/manua...rials.html
There was indeed a change, but it is still not enough.
Next, I changed the Gravity of the Buoyancy and Obi Solver so that it takes longer to fall.
These are fine if only a little, but changing them significantly can cause undesirable visual effects, such as slower falling speeds.
Therefore, I would like to know if there are any other parameters other than these that would affect the stickiness if changed.
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Feature request: API to get the mesh from FluidMesher |
Posted by: kodra - 09-04-2024, 02:48 AM - Forum: Obi Fluid
- Replies (1)
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My use case is that I'm working on my own custom fluid shader. The workflow is tedious: Press Play -> Wait for the simulation until the fluid gets to a certain shape I'd like to inspect the shader for -> Tweak the shader.
I figured that if I dump the mesh from BurstFluidMesherSystem as an Unity asset, it would make iterating on the shader much faster. So I added this API:
Code: public List<Mesh> DumpMeshes_Editor()
{
var meshes = new List<Mesh>();
for (int i = 0; i < batchCount; i++)
{
var batch = batchList[i];
meshes.Add(batch.mesh);
}
return meshes;
}
/// then save the mesh with AssetDatabase.CreateAsset...
It works. I kinda hope it's officially supported tho, cause 1. I don't know if it's the correct way to do it 2. It's not that easy for Compute backend as the mesh only lives in GPU (I suppose).
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What's the constraint between skeletal particles and bones? And can I disable it? |
Posted by: kodra - 08-04-2024, 07:30 PM - Forum: Obi Softbody
- Replies (3)
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When the "Skeleton Sampling" is enabling when generating particles from the softbody blueprint editor, the generated particles since to move along with the bones. My questions are:
1. What's the constraint taking place here? Distance? Pin? Shape matching?
2. Can I disable it? In other words, I'd like the particles to be generated at the positions of the bones, but I'd like them to work just like volume particles and surface particles: bound to other particles by shape matching constraints, but not bound to the bone.
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Emitter from mesh vertices? |
Posted by: kodra - 08-04-2024, 04:22 AM - Forum: Obi Fluid
- Replies (2)
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Is it possible to just assign a mesh to ObitEmitter and make it emit one particle per vertex? I don't want to voxelize the mesh or anything. Just emitting from each vertex.
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How can I make Fluid not look like grains? |
Posted by: KBTIT_ - 07-04-2024, 03:20 AM - Forum: Obi Fluid
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ObiParticleRenderer Obi Solver and Obi Emitter look like grains, not liquid.
Using a blueprint that looks like a liquid and uses "FluidViscosity" And "FaucetAndBucket" in the Sample did not solve this problem.
This Obi Fluid Renderer description may be relevant.
http://obi.virtualmethodstudio.com/manua...ering.html
However, specifying the Emitters placed in the scene in the Particle Renderers of the Obi Fluid Renderer did not change the appearance.
Also, all the Obi Fluid Renderer values for "FaucetAndBucket" in the sample "FluidViscosity" look default.
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What are "fixed particles"? |
Posted by: kodra - 06-04-2024, 07:35 PM - Forum: Obi Softbody
- Replies (1)
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The API document of ObiSoftbody has this description:
Quote:override void Obi.ObiSoftbody.UpdateParticleProperties()
Recalculates shape matching rest state.
Recalculates the shape used as reference for transform position/orientation when there are no fixed particles, as well as the rest shape matching state. Should be called manually when changing the amount of fixed particles and/ or active particles.
I wonder what "fixed particles" and "active particles" are, as I can't find a way to paint a particle fixed or active in the blueprint editor. Does "fixed" just mean the particles attached by ObiParticleAttachment, or are they two different things?
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