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Scripting rod forces
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Looks nice on editor but ...
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Non-uniform particle dist...
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  glowing effect
Posted by: SylnorD - 19-05-2020, 03:59 PM - Forum: Obi Fluid - Replies (1)

Hi,

I need to make my fluid glow in yellow/red (as if it is hot), and I read several threads on this subject. This one was the more helping (  http://obi.virtualmethodstudio.com/forum...light=glow  ), but it didn't work and I have problems.

When I use the FluidDielectricShader, I can barely see the liquid. I tried to add a value to represent the emission of the fluid ( in the last equation ->

fo.color.rgb = lerp(transmittance,reflection,fresnel) + spec * atten + foam + 10;

), but since I cannot see the liquid... For a glowing effect, do I need to alter the emitter or the renderer? I tried both, but when I change the color and fluid materials in the renderer, nothing change or I can't see anything, the screen only shows black...

I don't know what I can do.

Thanks in advance !

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  Restarting Unity does not work
Posted by: pastblasters - 19-05-2020, 03:06 PM - Forum: Obi Fluid - Replies (4)

I purchased this asset a month or so ago, and have imported it into a few different projects with no success. I continue getting the DllNotFoundException for libOni, despite restarting Unity multiple times. Is there something special I need to do to install this besides importing the asset into my project?

I am using Unity version 2019.3.0f1 on Manjaro Linux with Obi Fluid version 5.3.

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  Soft Body with Haptics Feedback
Posted by: phantom - 19-05-2020, 08:09 AM - Forum: Obi Softbody - Replies (4)

Hi,

I am using two Touch™ (formerly Geomagic Touch / Phantom Omni) haptic devices, and installed this Unity plugin from 3D Systems:
https://assetstore.unity.com/packages/to...gin-134024

I also bought Obi Softbody asset (ver 5.3) on Unity but realized that it is a bit more complex than I expected.

My ultimate goal: use the haptic device in Unity to touch a human avatar with soft skin - I should feel continuous force feedback when the collision occurs, visually the soft skin should deform (elastically) a bit. It is something like I press on a jelly and the jelly deforms.

My question:
Is it possible to do so? I am using Unity 2019.3.13f1
Theoretically, I could attach any object to my haptic device (e.g., a rigid sphere), but not sure if it is better to use rigid bodies or Obi soft bodies to attack an Obi soft body in order to get more stable force feedback and realistic visual feedback.

Any suggestions so that I could quickly figure out a minimally viable demo would be greatly appreciated.

Best,
phantom

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  How to stop the Fluid flow?
Posted by: GuanGuan - 19-05-2020, 04:15 AM - Forum: Obi Fluid - Replies (5)

Please excuse my English!
I want to simulate the sauce
Idea is: generate some fluid, stop the flow of the fluid effect, don't let the liquid out, stop collision physics such as feedback.
How should do?

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  How to squirt liquid out, drop by drop?
Posted by: emz06 - 19-05-2020, 12:56 AM - Forum: Obi Fluid - Replies (1)

Hi,

I'm trying to generate liquid by the drop, like shampoo squirting out of a bottle.

I tried to quickly decrease emitter's speed to zero, but that's not a reliable way of doing it.


I suppose I have to use Burst instead of Stream for that.

-How can I control the maximum amount of particles that are generated for every burst of particles?

-Also, is there a function to burst out a certain number of new particles, or do I have to make it myself?


Thanks in advance

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Exclamación Obi Rope Performance Optimization!
Posted by: Kifwat - 18-05-2020, 10:55 PM - Forum: Obi Rope - Replies (3)

I'm using the latest version of ObiRope 5 with Unity 2019.3.2, and as you can see in the attached picture, the FPS is so low, do you have any suggestion on how to optimize the performance and increase the FPS? thanks



Attached Files Thumbnail(s)
   
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  Rope not colliding with itself
Posted by: Marat Giliazov - 18-05-2020, 05:02 PM - Forum: Obi Rope - Replies (2)

Hi, I'm trying to make a rope winding over the rotating stick/cylinder. But whatever I do the rope does not self-collide as expected. See the GIF attached. 

- self-collision is enabled. 
- resolution is 0.7 (I've even tried set it to 1, with no effect)

I've tried to increase collision and particle collision constraint iterations, reduce relaxation, play around with substeps and physics timestamps. But without any success. Rope still not winding. Coils are just fall trough each other. 

Could anyone say what I'm doing wrong and if such behaviour ever possible, please? 
Thanks!

[Image: source.gif]

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  Automatically set control points to particle attachments
Posted by: FredTuna - 18-05-2020, 03:53 PM - Forum: Obi Rope - Replies (3)

Hi,

I'm only just starting using Obi Rope. I'm trying to set up a rope between the ground and a balloon going up. I set everything up and it seems to wrok but I was expecting the rope to automatically place itself so that its preset control points (start and end in the case of the long cable) would automatically position themselves to where the particle attachments are set. It's kind of tedious to have to do it manually. 

Also, I was thinking about dynamically spawning some ropes between two points at runtime. I expect to be able to set values on the positions[] array of the obi rope so that its 2 preset control points are at either attach points I choose. Will that affect the obiropeblueprint? Is it possible to set the positions for the instance of that obi rope and not the blueprints? This would obviously be a problem since the ropes will have varying lengths and positions and I wouldn't want to have to instantiate new blueprints everytime.

What is the suggested approach here?

Thank you!

- Fred

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  Can I generate a puddle of water without pouring it?
Posted by: emz06 - 18-05-2020, 02:55 AM - Forum: Obi Fluid - Replies (1)

I would like a puddle of water to be already present in a container at Start, or whenever I call a function for that purpose.

Is it possible to have the water already present in the container, instead of having to pour in into the container?

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  Skin cloth problem, what do i missed?
Posted by: lloydhuang - 16-05-2020, 05:39 PM - Forum: Obi Cloth - No Replies

hello, I spend several days tried to make the same thing as in the demo scene: CharacterCloth, but still got different result.
as you can see in the video, the cloth with material is the original demo, and the white cloth is what i m trying to duplicate the same effect.
my problem is , the lower part of the white cloth is always driven by the bone, but in the original demo, the lower part of the cloth is not fully driven by the bone(it is kind of free swinging).

https://youtu.be/BM2kShwYzwY


I checked hundreds of times, to make sure solver is the same setting, as you can see in th video, the cloth components is the same, the particle setting is the same,  even the bone layers is the same, everything is the same, but still got different result, the difference is, in the white cloth, the lower part of the cloth  is always driven by the bones, unlike the original demo, it is free moving.
[and i tried using same proxy, cant solve the problem nether.]

What do i missed? what do i do wrong? 

---
I m using win10 + unity 2017.4.25+ obi cloth 4.1


I checked all tutorials, but stilled not able to solved this. plz help me.

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