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23-05-2019, 03:02 PM
(This post was last modified: 23-05-2019, 03:12 PM by taker.
Edit Reason: youtube link
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Hello, I bet Obi fluid is wonderful asset I ever seen. But, I need some technical support for this issue.
I designed model from blender, and tried to import in unity and try to use it with Obi fluid.
But, for some reason even in 1000 particles game simulator stating to crash. I tried some different ways of model like making it smaller than before, or make visual mesh and collider wire individual.....But, all those ways are failed. Only except one way, which is re-model the bucket model you guys made.
And, finally It worked! It really drives me crazy. I really want to know what sort of difference are making crash or not in Obi fluid.
Plz, can you tell me why?
I will attach some models I made with blender by .blend & .fbx.
This question is not only with object models. Because, I'm trying to make some lab game. And, if environment model also need some 'special thing' with model. I need to solve that problem too.
I will eagerly waiting for answer.
Thank you for read this post.
P.S This is link for Youtube video, what's happening right now for my project. I hope this can help you with solution.
https://www.youtube.com/watch?v=yT8eAtlw...e=youtu.be
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23-05-2019, 03:39 PM
(This post was last modified: 23-05-2019, 03:40 PM by josemendez.)
(23-05-2019, 03:02 PM)taker Wrote: Hello, I bet Obi fluid is wonderful asset I ever seen. But, I need some technical support for this issue.
I designed model from blender, and tried to import in unity and try to use it with Obi fluid.
But, for some reason even in 1000 particles game simulator stating to crash. I tried some different ways of model like making it smaller than before, or make visual mesh and collider wire individual.....But, all those ways are failed. Only except one way, which is re-model the bucket model you guys made.
And, finally It worked! It really drives me crazy. I really want to know what sort of difference are making crash or not in Obi fluid.
Plz, can you tell me why?
I will attach some models I made with blender by .blend & .fbx.
This question is not only with object models. Because, I'm trying to make some lab game. And, if environment model also need some 'special thing' with model. I need to solve that problem too.
I will eagerly waiting for answer.
Thank you for read this post.
P.S This is link for Youtube video, what's happening right now for my project. I hope this can help you with solution.
https://www.youtube.com/watch?v=yT8eAtlw...e=youtu.be
Hi there,
Thanks for contacting us! First off, Obi is not crashing in your video, just running really slow. This is because your bucket is using a raw MeshCollider. Ours is using distance fields, which are *much* more efficient . This has nothing to do with the model or mesh itself. Distance fields are explained in the following manual page:
http://obi.virtualmethodstudio.com/tutor...ields.html
When colliding against a MeshCollider, each particle has to find the triangles closest to it in the mesh, then generate contacts for each individual triangle. This adds up to an enormous amount of work. However, distance fields are like a look-up table: each particle simply asks the field for the closest point in the mesh, and the field returns a single contact point for that particle. This is much more efficient.
In general, distance fields should be preferred to vanilla MeshColliders.
cheers,
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(23-05-2019, 03:39 PM)josemendez Wrote: Hi there,
Thanks for contacting us! First off, Obi is not crashing in your video, just running really slow. This is because your bucket is using a raw MeshCollider. Ours is using distance fields, which are *much* more efficient .This has nothing to do with the model or mesh itself. Distance fields are explained in the following manual page:
http://obi.virtualmethodstudio.com/tutor...ields.html
When colliding against a MeshCollider, each particle has to find the triangles closest to it in the mesh, then generate contacts for each individual triangle. This adds up to an enormous amount of work. However, distance fields are like a look-up table: each particle simply asks the field for the closest point in the mesh, and the field returns a single contact point for that particle. This is much more efficient.
In general, distance fields should be preferred to vanilla MeshColliders.
cheers,
Thank you for your fast feedback. But, still I have some questions about that component.
As document tutorial you linked for me, I tried to make distance_field by Obi_distance field. But, when I import beaker's mesh. It doesn't respond. When I push the button 'Generate', It just ended like for 1 ns and dispaly as [Nodes: 1, Size in memory: 0.1 kB, Compressed to: 100%] and, I can't see any model that should be display under Inspector. Is there anything i should know more about distance field? If it does, can you give more links to me?
Really thank you again for this great help.
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23-05-2019, 05:59 PM
(This post was last modified: 23-05-2019, 06:00 PM by josemendez.)
(23-05-2019, 05:35 PM)taker Wrote: Thank you for your fast feedback. But, still I have some questions about that component.
As document tutorial you linked for me, I tried to make distance_field by Obi_distance field. But, when I import beaker's mesh. It doesn't respond. When I push the button 'Generate', It just ended like for 1 ns and dispaly as [Nodes: 1, Size in memory: 0.1 kB, Compressed to: 100%] and, I can't see any model that should be display under Inspector. Is there anything i should know more about distance field? If it does, can you give more links to me?
Really thank you again for this great help.
Hi,
Make sure the beaker is not tiny in size. The distance field will only generate nodes until the given maxerror is reached, in world space units. If your mesh is tiny, you will also have to give a tiny max error value for the distance field to generate more nodes and refine the shape.
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(23-05-2019, 05:59 PM)josemendez Wrote: Hi,
Make sure the beaker is not tiny in size. The distance field will only generate nodes until the given maxerror is reached, in world space units. If your mesh is tiny, you will also have to give a tiny max error value for the distance field to generate more nodes and refine the shape.
I'm so sorry for I'm late. I found out It works in blend file not fbx. Sorry, I should have tried it first........
But, I have another question for next issue. As I used distance field. Now I can see fluids flow just as it should be.
Because I solved problem 1, I moved to next step. What I done is trying to mix 2 fluids each other.
As you can see at Youtube. I used different solver, and different emitter. It just look like mixed at first time. But, It started to spin, and never stop untill I hold object. Can I fix this problem?
Youtube link: https://www.youtube.com/watch?v=46HuDL-B...e=youtu.be
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(23-05-2019, 06:25 PM)taker Wrote: I'm so sorry for I'm late. I found out It works in blend file not fbx. Sorry, I should have tried it first........
But, I have another question for next issue. As I used distance field. Now I can see fluids flow just as it should be.
Because I solved problem 1, I moved to next step. What I done is trying to mix 2 fluids each other.
As you can see at Youtube. I used different solver, and different emitter. It just look like mixed at first time. But, It started to spin, and never stop untill I hold object. Can I fix this problem?
Youtube link: https://www.youtube.com/watch?v=46HuDL-B...e=youtu.be
Hi,
Particles from different solvers won't interact with each other. You must use a single solver, and multiple emitters. See:
http://obi.virtualmethodstudio.com/tutor...olver.html
Regarding the spinning issue, try increasing friction for your beaker and/or particles, using collision materials.
http://obi.virtualmethodstudio.com/tutor...sions.html
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(23-05-2019, 06:29 PM)josemendez Wrote: Hi,
Particles from different solvers won't interact with each other. You must use a single solver, and multiple emitters. See:
http://obi.virtualmethodstudio.com/tutor...olver.html
Regarding the spinning issue, try increasing friction for your beaker and/or particles, using collision materials.
http://obi.virtualmethodstudio.com/tutor...sions.html
Really Thank you for this all Help. I will study this post very well, and try it again.
I will revisit if I had other questions about issue. Once again thank you so much for your help. I wish you all the best.
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