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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
1 hour ago
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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
1 hour ago
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
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Swap between animation-driven and physics-driven joints? |
Posted by: beegon - 03-05-2022, 11:30 PM - Forum: Obi Softbody
- Replies (3)
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I'm wondering if there is a way to change how joints influence a skeletal softbody at runtime. Normally, animation on the joints influences the softbody, but could it be switched so the softbody simulation moves the joints as if they were particles? Could this switching be done for specific joints at runtime or perhaps the root joint so the entire skeleton follows the softbody's movement? Basically, I'm trying to implement a way to switch a skeletal softbody back and forth from an animation-driven state to a physics-driven rag doll state. Any thoughts you have on this would be appreciated!
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fluid shader doesn't show transparent materials behind it properly |
Posted by: locque - 02-05-2022, 10:40 AM - Forum: Obi Fluid
- Replies (3)
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Take a look at this: https://imgur.com/a/72rK6d5
This is a bottle with the builtin rp standard shader set to transparent mode with some fluid inside of it and another drop of fluid in front of it. While the fluid inside the bottle looks alright, the drop in front of it pretty much removes any opacity from the transparent material behind it, which is especially noticeably in the outer region of the drop that is not colorized.
Is there some way to fix this or is this a hard limitation of the shader?
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Why are individual particles rendered so tiny? |
Posted by: locque - 29-04-2022, 04:40 PM - Forum: Obi Fluid
- Replies (2)
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I'm trying to make an eyedropper that emits single particles when pressed, like real drops of water coming out of it. This doesn't work very well however, because at the resolution that I need the fluid to be the individual drops are completely invisible due to being rendered so tiny. Once two or three of them bunch up they suddenly become visible, though just barely as a small spastic dot. If you add a few more they jump to their final size they would appear as in a body of fluid.
Even if I could reduce the fluid resolution, there would still be a problem because the jumps in size are so large. Reducing it from 100 to a point where I have properly sized single particles at 5 will cause a horrific event to happen as soon as a few particles bunch to cross the threshold where the particles are rendered at their proper size, since the jump in scale becomes more apparent with decreasing fluid resolution. The fluid basically turns from something that looks like two or three drops to a huge ball of fluid ten times the size in an instant as soon as you add another particle.
Is there some way to reduce or completely disable this scaling effect or are single particles just not an option? I couldn't find anything in the fluid renderer settings that affects it.
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Might be a dumb question |
Posted by: snowtv - 28-04-2022, 08:31 PM - Forum: General
- Replies (10)
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Hey guys,
I am looking at the document for Scripting Particles:
http://obi.virtualmethodstudio.com/manua...icles.html
From the look of it, seems like they are actual class objects, but I can't seem to find for example, if I know the index of a particle in an actor, how can I retrieve that particle object.
So maybe this "scripting particle" is just an arbitrary thing that exists in the form of all the arrays of data about it?
Additional question, when I inspect solver.orientations array, it seems that all the values are (0, 0, 0, 1), no matter how I'm moving my ObiCloth in the scene. Which makes me a bit confused...
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How does atmospheric drag work in Obi Fluid? |
Posted by: Freebird17 - 28-04-2022, 07:40 PM - Forum: Obi Fluid
- Replies (2)
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Hello,
I had a quick question regarding the 'atmospheric drag' parameter in the emitter blueprints. Since this is just one editable parameter, what exactly does the variable represent? Is it the drag coefficient? Density? Surface area? Or does it represent the actual drag force – and if so, is it dependent on velocity squared? I would like to create a relatively accurate simulation through the air, and drag is a rather large factor in that.
Thanks in advance!
F17
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