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(17-12-2019, 02:07 PM)josemendez Wrote: The particle renderer's radius scale is way too small for particles to generate a surface. Try setting it to 1.7-2, and disable the "render" checkbox too.
Yes, we ourselves figured out the thickness) thanks for the answer. A new question, how to change these gaps? When we pour into a glass, everything below is fine with us, but not above. See screenshot. - https://i.imgur.com/n7OGuq1.png
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(17-12-2019, 06:14 PM)sc00b Wrote: Yes, we ourselves figured out the thickness) thanks for the answer. A new question, how to change these gaps? When we pour into a glass, everything below is fine with us, but not above. See screenshot. - https://i.imgur.com/n7OGuq1.png
Same thing: increase the radius scale, and/or reduce the renderer's thickness cutoff.
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21-12-2019, 09:20 AM
(This post was last modified: 21-12-2019, 09:22 AM by sc00b.)
(17-12-2019, 06:37 PM)josemendez Wrote: Same thing: increase the radius scale, and/or reduce the renderer's thickness cutoff.
Hi) We have a problem again. We did the color mixing, everything works, we like it, but now on iOS it says that the platform is not supported!
https://i.imgur.com/L3hHlqN.png
https://i.imgur.com/dHSl8b8.png
Give there a working script.
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I think I have the same problem, and it is more obvious.
https://www.youtube.com/watch?v=Evv7Hi2PGwQ
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21-12-2019, 03:59 PM
(This post was last modified: 21-12-2019, 04:00 PM by josemendez.)
(21-12-2019, 09:20 AM)sc00b Wrote: Hi) We have a problem again. We did the color mixing, everything works, we like it, but now on iOS it says that the platform is not supported!
https://i.imgur.com/L3hHlqN.png
https://i.imgur.com/dHSl8b8.png
Give there a working script.
What iOS device are you targeting? Most devices support floating point textures. We even got it to run in an iPhone 4S, whichis quite old now. Sadly if the device does not support floating point buffers (specifically, the OES_texture_float extension), there's not much we can do.
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22-12-2019, 06:55 AM
(This post was last modified: 22-12-2019, 07:19 AM by sc00b.)
(21-12-2019, 03:59 PM)josemendez Wrote: What iOS device are you targeting? Most devices support floating point textures. We even got it to run in an iPhone 4S, whichis quite old now. Sadly if the device does not support floating point buffers (specifically, the OES_texture_float extension), there's not much we can do.
IPhone 7. Everything is fine on the MacBook and PC (Android)
Everything works for you everywhere) but we buy assets in the store, which is broken. And it does not please.
(21-12-2019, 01:38 PM)BelieveShuai Wrote: I think I have the same problem, and it is more obvious.
https://www.youtube.com/watch?v=Evv7Hi2PGwQ
We also have a problem with the fluid that passes through the objects.
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22-12-2019, 06:57 PM
(This post was last modified: 22-12-2019, 06:57 PM by josemendez.)
(22-12-2019, 06:55 AM)sc00b Wrote: IPhone 7. Everything is fine on the MacBook and PC (Android)
Everything works for you everywhere) but we buy assets in the store, which is broken. And it does not please.
We also have a problem with the fluid that passes through the objects.
Hi,
This is called tunneling, and is a common issue in all physics engines due to the way time is represented in computers. Possible fixes:
- Increase the thickness of your colliders.
- Decrease the velocity of your fluid.
- Increase the size of your particles (fluid resolution)
- Increase the amount of solver substeps.
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(22-12-2019, 06:57 PM)josemendez Wrote: Hi,
This is called tunneling, and is a common issue in all physics engines due to the way time is represented in computers. Possible fixes:
- Increase the thickness of your colliders.
- Decrease the velocity of your fluid.
- Increase the size of your particles (fluid resolution)
- Increase the amount of solver substeps.
We commented on the ObiFluidRenderer blurmaterial and it worked! Make corrections in your script so that everything works as it should for people! And send here a normal script in which it will work on ios with blurmaterials ...
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(22-12-2019, 06:57 PM)josemendez Wrote: Hi,
This is called tunneling, and is a common issue in all physics engines due to the way time is represented in computers. Possible fixes:
- Increase the thickness of your colliders.
- Decrease the velocity of your fluid.
- Increase the size of your particles (fluid resolution)
- Increase the amount of solver substeps.
??????????? HELP!
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26-12-2019, 10:40 AM
(This post was last modified: 26-12-2019, 10:43 AM by josemendez.)
(25-12-2019, 02:14 PM)sc00b Wrote: ??????????? HELP!
As I said before, the SimpleFluidRenderer is intended for mobile devices, and works in iOS devices as far back as iPhone 4S with iOS 9.0.
The standard FluidRenderer is intended for desktop platforms, and not guaranteed to work in mobile. Also, it requires the device to support floating point textures. If it doesn't, there's nothing we can do, short of writing a custom renderer for your specific device.
kind regards,
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