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Help Collider Thickness set to 0, but liquid won't touch the walls - Printable Version

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Collider Thickness set to 0, but liquid won't touch the walls - Drengodr - 01-08-2022

[Image: DkN8Nfd]
[Image: VXtaVW5]
(Not sure if inserting the images worked, so here are the links: https://imgur.com/VXtaVW5 https://imgur.com/HwNbGdf)
I have attached a picture in order to show what I mean. The drinking glass has a mesh collider and an obi collider, and the thickness is set to 0. Setting it negative makes the fluid fall right through the glass, and setting it higher causes the fluid to be pushed out of the glass or not enter it in the first place. It's possible the error has something to do with the collider settings, but I can't say for sure as I'm still fairly new to Obi Fluid. Any help would be much appreciated! Thanks!


RE: Collider Thickness set to 0, but liquid won't touch the walls - josemendez - 02-08-2022

(01-08-2022, 05:38 PM)Drengodr Wrote: [Image: DkN8Nfd]
[Image: VXtaVW5]
(Not sure if inserting the images worked, so here are the links: https://imgur.com/VXtaVW5 https://imgur.com/HwNbGdf)
I have attached a picture in order to show what I mean. The drinking glass has a mesh collider and an obi collider, and the thickness is set to 0. Setting it negative makes the fluid fall right through the glass, and setting it higher causes the fluid to be pushed out of the glass or not enter it in the first place. It's possible the error has something to do with the collider settings, but I can't say for sure as I'm still fairly new to Obi Fluid. Any help would be much appreciated! Thanks!
Hi!
Collision thickness determines the distance from the fluid's collision geometry to the collider. However, the rendered fluid surface is not the collision geometry.

To see the actual geometry used for collision detection, enable the "render" checkbox in the ObiParticleRenderer component, and set the solver's "maxAnisotropy" parameter to 1. The spherical particles you'll then see are the actual collision geometry being used.

To get the rendered surface closer to the collision geometry, you can:

- Change the "thickness cutoff" parameter in the ObiFluidRenderer: http://obi.virtualmethodstudio.com/manual/6.3/fluidrendering.html
- Reduce the solver's maxAnisotropy: this will make the visual shape of the particles closer to spherical.

kind regards,