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  Obi Collider Performance
Posted by: HenryChinaski - 30-07-2019, 02:26 PM - Forum: General - Replies (9)

Hi,
I just bought Obi Softbody and the test scenes work great.
Unfortunately thoug I have a major problem with the general usability for our project. I was - after carefully reading the documentation - under the assumption, that the limiting performance factor of the asset are the quantity and quality of the softbodies on screen. I have a medium size free roamable world where I wanted to drop softbody phssics entities around. But even if I just drop a single softbody I still need to assign Obi Colliders to every collider in the scene that the softbody could come in contact with. This on the other hand lead to an immense drop in fps from 60 to 2 with not even any softbody in the scene. Am I missing something or is this a limitation? Did I miss it while reading the documentation?

Best regards,
Daniel

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Bug Cloth mesh lags when moving after skin
Posted by: Madashidiao - 30-07-2019, 12:34 PM - Forum: Obi Cloth - Replies (2)

[Image: LJk5bYM]
Vertices closed to the ring are set fixed, when the ring is moving, vertices closed to the ring move slower than expected.
The solver update mode is set to lateupdate. Please tell me how to fix this bug Confundido
If the gif failed to load, try this https://imgur.com/LJk5bYM

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  VR with ObiFluid, problems rendering.
Posted by: Charlie Rubio - 30-07-2019, 12:12 PM - Forum: Obi Fluid - Replies (1)

Hi!

 I'm working in a VR enviroment with Unity with Oculus Quest hardware as target. In this project, I'm using Obi Fluid (the newest version of it) in order to render about 300 particles. 
 I'm using Multi-Pass rendering in just one camera which works almost fine. My problem resides in an outline that is drawed around the liquid cluster. All the particles are rendered fine but I find no way to rid off of this 'outline'.

 By other side, the performance I'm getting in the enviroment is good enough for me. I guess the solution may be in the renderer material but I'm not sure at all. 
 I would appreciate any help! I'm a huge fan of all the software you guys are working on. 

 Good evening!

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Pregunta Properties to change when scaling down a soft body
Posted by: ary1111 - 26-07-2019, 06:43 AM - Forum: Obi Softbody - Replies (1)

Hey,
So I've been experimenting with a soft body tongue around the same size as the rubber dragons. I've gotten it to feel how I want it to, however I'm having a difficult time reducing it's size and keeping a similar behavior. I'd like to scale it to around 1/20th of it's current size and would like to know the parameters I should change (and possibly what to change them to) in order to maintain a given behavior. My existing tongue at a scale of 300x/300y/300z are:

particle radius: 0.1
overlap: 0.2
smoothing: 0.5
anisotropy neighborhood: 0.2
max anisotropy: 3
soft cluster radius: 0.3

I've tried reducing the tongue to about 1/20th of the above scale and modified the particle radius, overlap and smoothing, but it seems like the tongue still acts very stiff. What are some other properties I can change and any suggested values for reducing it to 1//20th of its size? Thanks!!

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  rendering particle like dielectric one
Posted by: sazatai - 25-07-2019, 05:20 AM - Forum: Obi Fluid - Replies (1)

I would like to make one drop having dielectric's looks.
I think 
-  setting "Obi Particle Renderer > Render" to activated
-  editing ParticleSharder.shader
could be what I would like to do, but have no idea of what to write in the shader.
Could you please advise me?

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  Pin Constraint Rotation
Posted by: ivomarel - 23-07-2019, 07:06 PM - Forum: Obi Rope - Replies (1)

Hi all,

I'm trying to set up a power cable with an plug on the end, and I was using Obi Pin Constraint for the plugs. It works great for the position, but when the plug gets rotated I'd expect the rope to still come out the same end (following the plugs rotation). Unfortunately this doesn't seem to be the case - any suggestions on how to achieve this?


- My thoughts are: changing the bend amount to 0 on the end of the rope (not sure if this is possible)
- Stitching a non-bending rod to a bending rope (also not sure if this is possible)

I will try out these things but figured maybe someone has a good solution for it already.

Thanks!

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Información Softbody causing objects to fall
Posted by: kmay30 - 20-07-2019, 09:08 PM - Forum: Obi Softbody - Replies (4)

Hi all.

I've just purchased Obi Softbody and am having an odd issue getting it to work. The demo scene works as expected, but in an existing Unity project, adding a softbody to an object causes that object to fall, as if it had a rigidbody with gravity enabled. This even happens if I move the dragon into my scene.

Does anyone know why this might be happening? It seems like there must be something weird with my scene, but I can't fathom what that might be.

I'm also having another issue. The particles that are generated for softbodies seem to represent a smaller-scaled version of the object, as opposed to being properly scaled. There is basically a cluster of particles in the center of the object, in the shape of the object. Anyone know what's up?

Cheers


*Edit* It looks like this was just the gravity setting of the solver. This has caused me to have another, even weirder question. Why can I not move gameobjects with a softbody in the traditional way? It seems that it snaps back into place, and the only thing capable of moving the object is simulated activity caused by the solver gravity setting. This is all very strange.

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  Broken Character Animation/Mesh
Posted by: greenmangreen - 19-07-2019, 12:10 AM - Forum: Obi Softbody - Replies (1)

Hello,

Review the image before reading

I got that result after doing the following:

  1. Load fresh untouched sample elastic character scene
  2. Rebind/2019 fix
  3. Test works fine
  4. Edit Particles
  5. Select - Pin - Optimize as shown in image
  6. Rebind
  7. Test and get the resultant image
In the step 3 test, the elastic arms work with every animation I have but in step 7 I get the broken mesh with every animation. I tried to rebind again, reload the scene, move the character around, turn them on and off but nothing works.

If I Select - Pin - Optimize so it is just 1 arm, it will work but when it is half the arm it breaks.

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Pregunta Water; volume/density vs pressure/boyancy
Posted by: Belisica - 18-07-2019, 09:34 PM - Forum: Obi Fluid - Replies (1)

Hi.

Obi Fluid seems to pack the fluid particles as the fluid gets deeper. This is perhaps to simulate increasing pressure and hence boyancy?

Water is incompressible, the density is the same in different depths. My 2d simulation has a vertical tube with closed bottom. I want the surface to rise according to the water volume inserted. What are the best settings to achieve this as good as possible, still maintaining boyancy/pressure gradient?

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  Can not reproduce Trenchcoat (the mesh sticks the skin surface)
Posted by: asimofu_ok - 18-07-2019, 02:18 PM - Forum: Obi Cloth - Replies (4)

I using Unity 2018.4.4f1

I want to reproduce the Trenchcoat of sample scene.
Referring this page (http://obi.virtualmethodstudio.com/tutor...cloth.html),
I set the same object, same components, same solver, and skinmap.
However, the mesh of the trenchcoat stuck to the surface of the skin like this(right is original)
[attachment=375]

and this is their Cloth Inspector(right is original)
[attachment=376]

It seems that the skin stiffness of the original's particles is all 1.
In this case, it seems that all vertices stick to the skin like left model.

How do I reproduce the sample mesh?

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