Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Why does setting InverseMass to zero on a single particle freeze all particles?
#8
(09-04-2021, 02:06 PM)josemendez Wrote: Removing the fluid flag from the particle phase at runtime works well:

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 Sonrisa
Yeesssssssss! That's perfect! Works like a charm. I'm fine with it rendering like the fluid renderer Sonrisa

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 Sonrisa
Reply


Messages In This Thread
RE: Why does setting InverseMass to zero on a single particle freeze all particles? - by pushmatrix - 09-04-2021, 03:09 PM