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Burst error causing crash...
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Controlling speed of emit...
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Looks nice on editor but ...
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Having an issue with obi ...
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Color |
Posted by: Domtav - 08-05-2022, 05:38 PM - Forum: Obi Fluid
- Replies (12)
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Hello,
I am currently taking my head on an effect that I do not understand.
In editor mode, I get a fluid that suits me on the color side. It's a beautiful green (with very little transparency).... a bit slim like ghostbuster if you see the thing :p
When I compile the game and launch it I end up with a sort of translucent and darker green... yuck... well, it's not ugly, but nothing to do with the expected effect.
I did several tests and the one that seems the most representative is by simply trying to make white. In editor mode I get a suberde milky white (very slight transparency) and in runtime I end up with greyish water! (very transparent and gray).
Among the different tests:
- Change the transparency parameters (alpha of the disk or of the obi particle renderer: no effect.
- Modification refraction / transparency on the obi fluid renderer, besides the fact that it impacts me all the fluids of the scene at the same time, the effect is far from ok. Play on the other parameters (reflection/metalness...) without success.
On the parameter side, in URP, I have of course the same configuration (defined by default) between the two modes. I turned off all other post-process graphical processing (volume, etc....).
I even changed the color of the skybox to have white and limit the edge effects. I also have remove all the other light sources, nothing to do... of course the directional light is white...
So my questions are:
- How do I ensure that the color in execution mode is identical to the color obtained in edit mode ("game" window) ?
- How I remove the transparency without having to play on the obi fluid renderer which affects all the fluids ?
thank you !
D.
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Radius 0, but cloth fall |
Posted by: Celes - 06-05-2022, 10:23 AM - Forum: Obi Cloth
- Replies (2)
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Hello,
I don't see what I missed, but I definitely missed something sorry !
I have a travel cloak and I want the upper part of it to not be "obi simulated", so I put the particules radius to 0 to make them stick to the initial skinned mesh like I read in the documentation.
But unfortunately, the modified particules are still dropping down, probably affected by the gravity.
So my question is : what did I do wrong? or is there another way to remove some particules from the simulation?
test assets (unity)
Ah ! Stupid me, I forgot the burst collision world in the scene... Sorry for the bad package !
Thanks !
Have a nice day ^^
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Help needed in finding someone to build using Obi cloth |
Posted by: drip3dfashion - 04-05-2022, 05:46 PM - Forum: General
- No Replies
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Hi
We are doing a retail fashion company and I am looking for some one with unity and Obi Cloth experience for developing a feature in our virtual fitting room app. We do have a very high quality 3d models of the garments we sell and we want to accurately reflect the fabric and the garment in physics. Can any one point me to where I can find some one to help us build this feature using obi cloth.
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Is there a way to kill fluid particles on contact with a different fluid? |
Posted by: locque - 04-05-2022, 09:45 AM - Forum: Obi Fluid
- Replies (4)
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I would like to have one fluid dissolve almost immediately after coming in contact with a different fluid rather than the two of them mixing, ideally with a short delay of around 0.5-1 second so it looks a bit more like they're mixing rather than the particles being killed.
Is this possible? I suppose this would require creating a script that talks to individual particles, which are probably not exposed by the backend.
If it's not possible, any ideas on how to achieve a similar effect? The scenario is mixing a small amount of very high resolution fluid into a large volume of low resolution fluid. The highres fluid is taken from a bottle with a dropper that has an emitter and added to the pool of lowres fluid, which needs to have basically no effect on the volume of that lowres fluid.
If I don't destroy the highres fluid on contact with other fluids I get nothing but problems:
- Even though the resolution ratio is very high and the amount of added fluid is very low, there still is a disproportionately large increase in total volume
- I'm already hitting the particle budget on my machine, so the highres fluid staying around creates a lasting performance hit that doesn't serve any purpose.
- Since the highres fluid is being sourced from a different emitter pool in the bottle, the script that controls the emitter on the dropper also needs to selectively destroy particles from the bottle pool to account for the fluid that is now stored as a value in the script. This means I run into the exact same issue again, I either have to destroy the dropper particles on contact with the bottle particles or the other way around. The only way to fix that I can see would be to remove the dropper emitter and instead create a script that moves the emitter from the bottle to the dropper after a few seconds and the sets the emission speed to 0, which is not exactly ideal either.
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sewing simulator |
Posted by: maygdirf - 04-05-2022, 09:27 AM - Forum: Obi Cloth
- Replies (1)
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Hi again,
I would like developing a sewing simulator with ObiCloth and ObiRope/Rod in order to emulate a piece of cloth and a needle with its thread.
I was wondering if it's possible to create like a "sliding constraint" to simulate the movement of the needle and the thread when they pierce the cloth.
Thanks!
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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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