02-11-2022, 01:21 PM
(This post was last modified: 02-11-2022, 01:32 PM by josemendez.)
Hi Arni,
Using the included blueprint generator yes, you need to use a mesh. This is because it's by far the most straightforward way to define an arbitrarily shaped volume for particle generation, regardless of whether you use a mesh for rendering or not.
Note that rendering and simulation are completely decoupled in Obi, you can use completely different meshes for generating the blueprint and rendering the softbody. Typically you will always use a mesh to generate the blueprint, but using a mesh for rendering is completely optional: just don't add a ObiSoftbodySkinner component to your softbody, and render it some other way.
You could write an entirely custom blueprint generator, but that's probably more complex than just creating a mesh that encloses the volume you wish to generate particles in, and pass that to the included blueprint generator. This depends on how complex it is to create a mesh that encloses your volume is for your use case, though.
kind regards,
Using the included blueprint generator yes, you need to use a mesh. This is because it's by far the most straightforward way to define an arbitrarily shaped volume for particle generation, regardless of whether you use a mesh for rendering or not.
Note that rendering and simulation are completely decoupled in Obi, you can use completely different meshes for generating the blueprint and rendering the softbody. Typically you will always use a mesh to generate the blueprint, but using a mesh for rendering is completely optional: just don't add a ObiSoftbodySkinner component to your softbody, and render it some other way.
You could write an entirely custom blueprint generator, but that's probably more complex than just creating a mesh that encloses the volume you wish to generate particles in, and pass that to the included blueprint generator. This depends on how complex it is to create a mesh that encloses your volume is for your use case, though.
kind regards,