09-11-2017, 09:39 AM
(This post was last modified: 09-11-2017, 09:49 AM by josemendez.)
(08-11-2017, 07:28 PM)mimarilker Wrote: But, I think simulate in local space should work for this type of needs. So, may I run the simulation in YZ or XZ with 3D mode but with 2D mode settings? I am trying to find a workaround, but if you say its not possible, than I will of course pursue with 3D mode. The reason that I dont want to use -3D is that particles do not follow surfaces like expressed in the Coanda effect. So the simulation seems not realistic. I have tried everything to make 3D more accurate but I couldnt. When the particles interact with surface they reflects as a sharp path. They do not bend and do not take into account viscosity parameter. This is why I need 2D, thanks a lot.
Hi there,
Unity only supports 2D mode in the XY plane. Even though you can perform Obi's simulation in local space in any plane, colliders are only considered as their projection in the XY plane. For this reason, using 2D mode to simulate collisions in 3D is not going to work. You cannot mix 3D collision detection and 2D simulation.
The Coanda effect can be easily reproduced using surface stickiness in the collision material. I fact one of the sample scenes included (FluidViscosity) reproduces it in full 3D, also using a quite viscous fluid. See 0:40 in the following video:
In the collision material you can specify friction and stickiness separately, so you can fine tune forces both in the normal and tangential directions to the surface. You can make a slippery but hydrophilic surface (low friction, high stickiness), or a very rough but hydrophobic surface (high friction, low stickiness), for instance. For more reference, see the last bit of this: http://obi.virtualmethodstudio.com/tutor...sions.html