6 hours ago
I am working on a bartending simulator in VR, and my current goal is to allow players to capture fluids in glasses as well as pour them out. I've decided to represent liquid volumes within containers with a shader, so I count and remove fluid particles when they enter the glass. When the user tilts the glass far enough, I emit new fluid particles to represent the contained liquid emptying from the edge of the glass until the glass is "empty."
I'm having issues producing consistent results. I know that emitters aren't designed to produce specific numbers of particles, which is fine, but controlling the rate via time doesn't seem to be producing the amount of volume I expect. I'm hoping to remove and recreate the same volume of fluid with 95% or more accuracy.
So, a two part problem:
Thank you for your time! Obi Fluid has been incredibly fun to work with, and I'm excited to learn more about its inner workings.
I'm having issues producing consistent results. I know that emitters aren't designed to produce specific numbers of particles, which is fine, but controlling the rate via time doesn't seem to be producing the amount of volume I expect. I'm hoping to remove and recreate the same volume of fluid with 95% or more accuracy.
So, a two part problem:
- Is there an easy way to calculate the volume of a fluid when its particles interact with a collider?
- Can a known volume of fluid be reliably created when controlling an emitter's rate/duration/shape?
Thank you for your time! Obi Fluid has been incredibly fun to work with, and I'm excited to learn more about its inner workings.