Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Fluid not contacting the collider surface exactly.
#1
    As can be seen in the attached picture, the fluid never actually touches the collider's surface. This is the case for even simple box colliders and for mesh colliders (in this case). I have also ensured that the thickness of all colliders is 0 in this case. It would be very helpful if someone could guide me in the right direction here.
Reply
#2
(05-02-2021, 05:59 PM)Rahul Chandar Wrote: As can be seen in the attached picture, the fluid never actually touches the collider's surface. This is the case for even simple box colliders and for mesh colliders (in this case). I have also ensured that the thickness of all colliders is 0 in this case. It would be very helpful if someone could guide me in the right direction here.

Hi Rahul,

This can be due to two things:

-Anisotropy. Particles are spherical, however for fluid they can be rendered as ellipsoids to better capture the shape of the fluid surface. This is purely a cosmetic change though, so they will still collide as spheres. You can either reduce max anisotropy in the ObiSolver (see http://obi.virtualmethodstudio.com/tutor...olver.html), or decrease the collider's thickness to compensate for it (see: http://obi.virtualmethodstudio.com/tutor...sions.html)

- Unity's own contactOffset. By default all colliders have a contact offset of 1 cm (0.01). You can reduce it if you wish: https://docs.unity3d.com/ScriptReference...ffset.html
Reply