(03-05-2019, 02:20 PM)josemendez Wrote: Hi,
Without knowing what your setup is, it is impossible for us to tell if anything's wrong.
This phenomena should be able to be simulated by Obi, however using a particle-base simulation for this is complete overkill imho. It would be much easier and a lot more performant to use animated normal maps for this (either pre-baked or using a simple fluid sim in the fragment shader).
kind regards,
Thank you for the reply,
I haven't set up anything specific for this case yet because I don't know where to start! All my testimonials were not remotely close to what I showed. Only a vertical unity "Plane" 3D object and one Obi particle emitter are in the scene.
I need a real-time waterdrop effect, hence animated or pre-baked shaders do not work in this case.
If you give me some clue, like which properties are *needed* to be modified, that would be enough.
For instance, I chose "Very Sticky" for the friction properties, used different liquid properties, etc... but it just did not work.
I don't need it to be 100% realistic, I just need something the at least could resemble it.