09-04-2021, 03:09 PM
(09-04-2021, 02:06 PM)josemendez Wrote: Removing the fluid flag from the particle phase at runtime works well:Yeesssssssss! That's perfect! Works like a charm. I'm fine with it rendering like the fluid renderer
Code:solver.phases[particleIndex] &= (int)(~Oni.ParticleFlags.Fluid);
This turns the particle into a granular. However, it will still be part of the fluid emitter and rendered as such by the fluid renderer (as rendering is done emitter-wise, not particle-wise), so depending on how you want to approach rendering the solidified ones this might be inconvenient.
I'm working on a sample scene that implements this, so that I can feel any potential issues/hardships of this use case in my own flesh
You can see it working here: https://gfycat.com/sentimentalwhimsicaldegus
(The white part has solidified, and the beige part is still fluid).
Thanks again for your help with this! I'll hopefully be sharing the end result in a couple of weeks