26-09-2024, 04:26 PM
(26-09-2024, 02:08 PM)josemendez Wrote: Hi,Yep, noticed that too! Thanks so much!
Could reproduce this, thanks!
Interestingly enough it only happens when the emitter's blueprint is a fluid blueprint, not when it's a granular blueprint (which is the usual use case for particle instances). Will work on a patch and get back to you asap.
kind regards,
Regarding use case, what I'm doing is having a thick fluid that has little bits embedded in it. A fluid emitter is much easier to control and keep merged with the fluids. I'm also still deciding which of the two ways I want to do it:
- The particles are emitted from a separate emitter and mix with the existing fluid. This is the simplest way but doesn't necessarily give an even coverage, the two streams interact, and each type of 'bit' needs its own emitter.
- Apply the ObiInstancedParticleRenderer to the original fluid emitter, and then write a shader to vary the 'bits' programmatically. I have a test shader that renders a small percentage of the instances (pseudorandomly based on Instance ID) and varies colour/texture used, size, etc. This method involves no extra particles or simulation and gives an even coverage, but requires a lot of shader work and it's trickier to do multiple 'bits' with different meshes.