Hi, as I understand the fluid rendering works this way, you render the impostors and blur them in screen space and calculate the normals of the surface and render it,
but can I put my other objects in that pipeline and get the same fluid effect?
See the video: https://drive.google.com/open?id=1sMH2Vv...bkv8LIH_HG
I want to make a fluid from this cubes (get some melting effect). I think it should be a way to feed this cubes to the renderer instead of the impostors, the only difference seems to be the performance, but I'm not going to use a lot of cubes so it should be ok, how can I do that?
For melting effect, the easiest thing that comes to my mind is to disable the cubes and emit particles in their positions, but they will not have the shape of the cube and I can't emit them like I do with the unity's particle system, where if I wanted to convert the cubes to particles I would just loop through the cubes, set the particle sys. position to the cube's pos and call ParticleSystem.Emit(count), but the only way to control the ObiEmitter is to change the speed value. And also I can't use mesh emmiter because I need to have the ability to melt down the half of the objects and don't touch the other part.
It would be awesome to be able to feed any type of mesh to the fluid renderer, it will solve a lot of problems for the future too.
Thanks.
but can I put my other objects in that pipeline and get the same fluid effect?
See the video: https://drive.google.com/open?id=1sMH2Vv...bkv8LIH_HG
I want to make a fluid from this cubes (get some melting effect). I think it should be a way to feed this cubes to the renderer instead of the impostors, the only difference seems to be the performance, but I'm not going to use a lot of cubes so it should be ok, how can I do that?
For melting effect, the easiest thing that comes to my mind is to disable the cubes and emit particles in their positions, but they will not have the shape of the cube and I can't emit them like I do with the unity's particle system, where if I wanted to convert the cubes to particles I would just loop through the cubes, set the particle sys. position to the cube's pos and call ParticleSystem.Emit(count), but the only way to control the ObiEmitter is to change the speed value. And also I can't use mesh emmiter because I need to have the ability to melt down the half of the objects and don't touch the other part.
It would be awesome to be able to feed any type of mesh to the fluid renderer, it will solve a lot of problems for the future too.
Thanks.