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Bug / Crash  Obi Fluid 7 Transparent Fluid has no color
#21
What's the status on this? I can confirm that obifluid does not work for me either. 

I'm able to have the turbidity color showing, but it's extremely fragile. Whenever I enable and disable the emitter gameobject the color becomes 100% transparent (colorless) again. 

On top of that, depending on whether I use CPU, GPU, synchronous or async also influences the color of the fluid. 

Finally, I can't figure out how to set the base color of a liquid. I can influence the hue with turbidity. How can I change the color of the liquid?
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#22
(21-11-2025, 04:52 PM)aardworm Wrote: What's the status on this? I can confirm that obifluid does not work for me either. 

I'm able to have the turbidity color showing, but it's extremely fragile. Whenever I enable and disable the emitter gameobject the color becomes 100% transparent (colorless) again. 

On top of that, depending on whether I use CPU, GPU, synchronous or async also influences the color of the fluid. 

Finally, I can't figure out how to set the base color of a liquid. I can influence the hue with turbidity. How can I change the color of the liquid?

Hi,

As far as we know there’s currently no issues regarding fluid color. Other users encountering the same problem either didn’t had “opaque texture” enabled in the URP pipeline, or didn’t have the correct fluid rendering pass added to the ObiFluidRenderer feature. (See above posters, also see the manual for details: https://obi.virtualmethodstudio.com/manu...ering.html)

Check both to see if that may be your case.

To control the base color of the liquid, simply use the color of the ObiEmitterShape.

Let me know if the issue persists,

Kind regards
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#23
(21-11-2025, 06:57 PM)josemendez Wrote: Hi,

As far as we know there’s currently no issues regarding fluid color. Other users encountering the same problem either didn’t had “opaque texture” enabled in the URP pipeline, or didn’t have the correct fluid rendering pass added to the ObiFluidRenderer feature. (See above posters, also see the manual for details: https://obi.virtualmethodstudio.com/manu...ering.html)

Check both to see if that may be your case.

To control the base color of the liquid, simply use the color of the ObiEmitterShape.

Let me know if the issue persists,

Kind regards
Thank you for your reply!
I have the right pass and have enabled opaque texture. However, My fluid is completely colorless (see through). How do I give my fluid a color? I followed the tutorial and checked the examples all of which led me nowhere.

https://ibb.co/kg92bs5k
https://ibb.co/m5G9J3BJ
https://ibb.co/KnHCQq3
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#24
(02-12-2025, 04:02 PM)aardworm Wrote: Thank you for your reply!
I have the right pass and have enabled opaque texture. However, My fluid is completely colorless (see through). How do I give my fluid a color? I followed the tutorial and checked the examples all of which led me nowhere.

https://ibb.co/kg92bs5k
https://ibb.co/m5G9J3BJ
https://ibb.co/KnHCQq3

Hi!

Double check that the renderer asset you've setup with a ObiFluidRendererFeature is the one actually in use by your pipeline. Note the Quality settings in your project allow you to use a different renderer for each quality level, a common pitfall is to have a quality level for the editor that uses a different renderer that doesn't have any fluid rendering set up.

If that's is not your case: which URP version are you using? There's a bug in URP 12.1 (that I know of, it may exist in other versions) that causes the Blitter class to work incorrectly. In this same thread (previous page) I shared a workaround that fixes this, I'd give it a try in case your version is 12.1 or close to it.

kind regards,
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