12-10-2017, 07:09 PM
Hi,
I am building a custom terrain editor in-game and we are using obi fluid to demonstrate water.
When a fluid particle hits a sheer cliff made with a terrain, the speed gets multiplied and bounces back relative to the height of the heightmap at that point and the normal, this causes a shotgun effect and sends particles flying across the scene at a very high speed. The taller and sharper the cliff side, the faster they go.
If you happen to have a sharp drop ditch, they just bounce each off the walls and get even faster.
I believe I have a workaround by lowing the Collision Constraint SOR Factor to a very low number and limiting the height of the heightmap, so I dont think it is a big issue for me right now, but this is limiting when you give a user access to the terrain tools in-game.
Here's a video that shows the issue.
Frank
I am building a custom terrain editor in-game and we are using obi fluid to demonstrate water.
When a fluid particle hits a sheer cliff made with a terrain, the speed gets multiplied and bounces back relative to the height of the heightmap at that point and the normal, this causes a shotgun effect and sends particles flying across the scene at a very high speed. The taller and sharper the cliff side, the faster they go.
If you happen to have a sharp drop ditch, they just bounce each off the walls and get even faster.
I believe I have a workaround by lowing the Collision Constraint SOR Factor to a very low number and limiting the height of the heightmap, so I dont think it is a big issue for me right now, but this is limiting when you give a user access to the terrain tools in-game.
Here's a video that shows the issue.
Frank