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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
Yesterday, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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» Views: 785
The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 994
Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 841

 
  fluid shader doesn't show transparent materials behind it properly
Posted by: locque - 02-05-2022, 10:40 AM - Forum: Obi Fluid - Replies (3)

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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  Disable twisting of an Obi Rod
Posted by: Xameal - 02-05-2022, 09:43 AM - Forum: Obi Rope - Replies (3)

Hello,

I would like to know if it's possible to disable rod twisting ?
Indeed, I'm interesting by some features of Obi Rod. 

I've read in the documentation that the Obi Rope don't contains twisting property.

Is changing my Obi Rod to Obi Rope my only solution?
Or is there an option to disable the twisting feature of a rod?

I am mainly interested in the "stiffness/resistance" that the rod offers.
I find the rope far too sensitive and flexible.
The aim is to create a kind of garden hose, which therefore has resistance.
I hope to make myself understood ^^

So, My last proposal / question : Is it possible to make a rope less flexible? To make it more rigid, so that the curve can make an inverted "U"?

[Image: arrosage_eau_de_pluie-main-2018636.jpg]
Thanks in advance.

PS : I am not English, so sorry for my broken English

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Pregunta Request a car demo
Posted by: Farzin - 01-05-2022, 11:40 PM - Forum: Obi Softbody - Replies (1)

Hello,

I would like to see a demo of Obi soft body asset of some cars (using rigid body and wheel colliders for controlling the car as well as Obi for simulating of car parts damaging).

it would be great if the author shares a youtube video of such a demo at a very least.
we want to make sure if first of all it is possible and second if it performs well.

thanks in advance.

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  Pulling car with obirope mechanics
Posted by: incredible93 - 01-05-2022, 03:51 PM - Forum: Obi Rope - Replies (2)

Hello,

I have recently bought obirope. It's looks so amazing. I will be using obirope in my next game project. 

I want to apply pulling car mechanics with rope in my game. May I get little guide or suggestion before I start to implement it?

Thanks Sonrisa

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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)

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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  Shaders warnings smap
Posted by: Romahaaa - 29-04-2022, 11:38 AM - Forum: General - Replies (1)

Hi,

From some point tons of warnings appeared after build on Android.
   

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Pregunta Might be a dumb question
Posted by: snowtv - 28-04-2022, 08:31 PM - Forum: General - Replies (10)

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)

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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  No fluid in runtime + strange view in editor [FIXED !]
Posted by: Domtav - 28-04-2022, 12:31 PM - Forum: Obi Fluid - Replies (2)

Hi!



(sorry for bad english, french inside....)





I have two problems.





I have tried several times and each time I have the same behavior. So I started from scratch to have a clean example.
For the test case, I took the FluidViscosity sample without any modification except on the Emitter replacing the shader by Obi/URP/Particles since I am in URP (in fact this change nothing...)



On the installation side, everything has been added (burst & co). Nothing more (new project).



version

Obi fluid : 6.4

Unity: 2019.4.31f1





Two problems:





1) annoying but minor.





In the editor, in execution, I have side by side the display of the scene and the display of the game. Depending on the position of the display on the stage side, the fluid is not displayed on the game side. At first I thought it was zooming, moving away the fluid was displayed on the game side, but after several manipulations it actually depends on the display of the plane that serves as the ground! See images cas1_[1/2/3]: I just have to turn the display to see the ground from below and the display becomes ok on the game side. The hidden area on the game side seems to correspond exactly to the display area on the floor on the stage side. If i just desactivate the mesh renderer of "TestEnvironnement" the fluid is ok in game side...





2) much more annoying





I make a windows build and run the executable.



The fluid is not displayed at all!

Is there anything special to configure on the build/player setting side?


(NB : no problem with unity particle)



I add in PJ the rendering configuration.





Thank you.



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  Softbody merging/phasing into each other
Posted by: martinlzl - 27-04-2022, 05:34 PM - Forum: Obi Softbody - Replies (2)

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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