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Suggestion / Idea  OBI7 Surface Texture Rendering (Lava) discussion
#15
(16-05-2024, 01:46 PM)josemendez Wrote: This is now available in the latest RC, which you can download making use of the same links sent to you when you applied to the beta. I've also updated the manual to reflect these changes.

Fluid particles now calculate and carry the amount of air trapped in them, this is called the global foam potential. You have parameters to control this in the ObiSolver component, under the Advection foldout.

http://obi.virtualmethodstudio.com/manua...mpotential

This global foam potential is used by fluid renderers to modulate the intensity of diffuse textures on transparent fluids:

http://obi.virtualmethodstudio.com/manua...ering.html

Hi bro, glad to have the new exciting feature!
Look at this video, now we have 3 types of fluid in a scene! Lava + water + paint   Gran sonrisa
Wow the visual upgrade is very apricated! thank you!




Still, there are some problems and questions, first pls download this
packagehttps://drive.google.com/file/d/1DQ1cTtP...sp=sharing
Beware, the package will overwrite your IndirectOpaque shader!
Unity 2022.3.29f1, URP 14, see video to see the instructions to test the Lava.

Let's get to the problems:
Still cannot get over the resetting looks of the surface texture:
Low advect time scale result in bad resetting looks, high value result in extreme stretching.
The effect of resetting makes it look like a pulsing organic surface, really distracting.

Wind does not work correctly with fluid particle mass:
You can drag the wind intensity slider on screen and see, at wind str 10, the lava particles are flown away like it is as light as the character hair (mass 0.5), but actually the mass of Lava is at a massive value 250kg per particle.

Can you set the transparent fluid render on top of opaque fluid?
Currently the transparent fluid will render the dark gray scene floor behind it. It should render the lava behind it, or any opaque fluid.

The performance hiccup
At some part of the play duration, there is 1% fps at 1fps, which is a very bad frame drop. The scene only has 3 fluid emitters, 1 cape, and character ObiBone (hair), it should not be that bad.

Still have issue with toggle emitter's gameobjects sometimes crash the game.
Click "Toggle Lava" button a few times in game build and expect a crash.
Yes it is fixed!

Pointer to the way to make a type of fluid to cool down the Lava?
I know what I should look into is the Raclette sample, but still, it does not have many comments in code to see what is going on.
Like make use of userdata, a value to give it a cool or hot, and the shader can use that value to lerp the emission.

Wishlist for the feature to directly reference a custom fluid material in the ObiFLuidSurfaceMesher or Emitter for every emitter.
For now, I overwrite the IndirectOpaque shader to give the fluid that Lava emission feature, which should be a local material, not globally used by all the fluid right?

All and all, thank for all the upgrades and hard work bro.
Best regards!
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Messages In This Thread
RE: Bigger foam with Alpha dissolve - by spikebor - 08-05-2024, 04:47 AM
RE: Bigger foam with Alpha dissolve - by spikebor - 08-05-2024, 08:18 AM
RE: Bigger foam with Alpha dissolve - by spikebor - 08-05-2024, 08:30 AM
RE: Bigger foam with Alpha dissolve - by spikebor - 08-05-2024, 08:35 AM
RE: Bigger foam with Alpha dissolve - by spikebor - 08-05-2024, 03:56 PM
RE: Bigger foam with Alpha dissolve - by spikebor - 10-05-2024, 08:57 AM
RE: Bigger foam with Alpha dissolve - by spikebor - 16-05-2024, 05:17 PM
RE: Bigger foam with Alpha dissolve - by spikebor - 21-05-2024, 03:04 PM