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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
1 hour ago
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
20-06-2025, 04:32 PM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
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Tear Rod
Forum: Obi Rope
Last Post: chenji
18-06-2025, 08:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
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» Views: 417
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Memory Leaks?
Forum: General
Last Post: josemendez
16-06-2025, 08:45 PM
» Replies: 3
» Views: 246
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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 1,984
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Is it possible to simulat...
Forum: Obi Fluid
Last Post: josemendez
09-06-2025, 08:21 AM
» Replies: 1
» Views: 193
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Particle Attachment Break Didn't work in GPU Mode |
Posted by: calvantsang - 17-11-2024, 06:55 PM - Forum: Obi Cloth
- Replies (2)
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Particle Attachment break threshold didn't work in GPU Mode, I have some test, turn out if only set the break threshold smaller that 0(like -1) will break immediately, even set to 0 I still can't brake in anyway.
but work very well in Burst(Cpu), which is weird, my best guest is some pin Batch value didn't update in real time to check if need to break, hope it help somebody else facing same problem.
Thanks for you guys always being amazing!
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FullBodyVolumetricSoftbody how to make? |
Posted by: alexm - 14-11-2024, 06:31 PM - Forum: Obi Softbody
- Replies (3)
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Hello! Can you please provide step by step manual how i can make from scratch skeleton based FullBodyVolumetricSoftbody?
i tried to make it analog on OBI 7, but mesh just disapear. Then i tried to take your big_guy and change obi softbody blueprint to my with skeleton but no effect.
i also binded my new skin but still no luck.
Show me please how to make it!
and yes, of course, I put my mesh and my blueprint with the generated one indicating the skeleton
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Calculating and Reproducing Volumes |
Posted by: ZacharyP - 14-11-2024, 05:11 PM - Forum: Obi Fluid
- Replies (2)
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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:
- 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.
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Basic SDF implementation for skinned cloth |
Posted by: AdamZ101 - 11-11-2024, 04:52 PM - Forum: Obi Cloth
- Replies (4)
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Hey, so I have a simple character rigged along with a shirt that's also rigged. Each are separate, and both have an animator component with the same animator controller, using the character's avatar for both the character and shirt. When I play the scene the looping walk cycle plays on both skinned meshes correctly. Great.
Both of those are added to a parent game object called NPC. On the NPC game object I have the Obi Solver. on the Skinned Mesh Renderer for the shirt I have Obi SkinnedCloth and Obi Skinned Cloth Renderer. When I play the scene the cloth behaves as expected, with clipping of course since I haven't played around with the settings.
I've installed the Unity Git Hub link for SDF:
https://github.com/Unity-Technologies/co...esh-to-sdf
I created a Game Object called SDF Texture, and assigned the SDF Texture script. I duplicated the SDFTexture-SkinnedMesh texture from the Git Hub example scene, and assigned that to the SDF Texture game object. Next, on my characters Skinned Mesh Renderer, I added a Mesh to SDF script, and assigned that duplicated texture.
After all of that I'm at a loss as to what the next steps would be. Is there a video on how to do this? If not, could you advise me on what I need to do next please?
Thanks!
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Unity 6 Console Spam about VolumePass |
Posted by: spikebor - 04-11-2024, 11:57 AM - Forum: Obi Fluid
- Replies (3)
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Code: The render pass Obi.VolumePass does not have an implementation of the RecordRenderGraph method.
Please implement this method, or consider turning on Compatibility Mode (RenderGraph disabled)
in the menu Edit > Project Settings > Graphics > URP. Otherwise the render pass will have no effect.
For more information, refer to https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/customizing-urp.html.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
This will spam the console if I have Obi Volume Pass in the Renderer asset.
Hi Jose, since Unity 6 is LTS now, do you plan to convert the rendering to use RenderGraph anytime soon?
For now, I can use compatibility mode, that disable RenderGraph, but I don't know the downsides of this yet, since I just start in Unity 6 lately.
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Garment explodes on Android, but not on Windows |
Posted by: CptnFabulous - 04-11-2024, 07:32 AM - Forum: Obi Cloth
- Replies (4)
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Reposting because (a) nobody responded the first post and (b) I've made some progress so there's a lot of old info that doesn't matter anymore.
I have some virtual garments on a character model, generated using Obi Cloth version 7.0.3. The garments function fine in the editor (2022.3.51f1) and in a Windows build, but when I run the app on Android the garments explode and burst off the character.
I tested by making a blank project, setting up a single cloth piece and letting it run, and that seemed to function fine when built to Android. So it's not an inherent problem with using it on Android.
So what parts of the cloth generation/simulation could change based on the target platform, despite having the exact same settings? Mobile platforms would obviously have lowered performance, but that should just manifest as lag and stuttering rather than the cloth behaving in a completely different manner.
I'm going to try selectively disabling and re-enabling parts of the actual project, most likely in a blank scene, until I figure out what's causing it, but I also figured I'd ask here in case there's a simpler solution I haven't thought of.
Thanks!
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