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Stretching verts uniforml...
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Scripting rod forces
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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 ...
Forum: Obi Fluid
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04-09-2025, 07:20 AM
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How to Shorten or Scale t...
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The Limitation of Using O...
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Bug Where a Straight Segm...
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Having an issue with obi ...
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29-08-2025, 04:23 PM
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Non-uniform particle dist...
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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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Softbody merging/phasing into each other |
Posted by: martinlzl - 27-04-2022, 05:34 PM - Forum: Obi Softbody
- Replies (2)
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Hi all, I'm still relatively new to Obi's assets. I have two soft bodies spawning at the same point with a second delay apart. When the second soft body collides into the first, sometimes they completely ignore each other and phase through, other times they collide and some points might unnaturally merge and stick to each other. I notice sometimes it's due to their angle of contact.
Not sure which variable can I play around to prevent this from happening, from ObiSolver to SoftBody Blueprints. I would like to simulate collision between all assets as realistic as possible. Any ideas?
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