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How to dynamically change...
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Pipeline that bends
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How to implement/sync Obi...
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Collisions don't work con...
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Force Zone apply differen...
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
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Solver is too performance...
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Obi 7 Model Scaling
Forum: Obi Cloth
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Moving rope (attach/fixed point) without applying force to the rope |
Posted by: KjetilMV - 03-10-2018, 09:19 AM - Forum: Obi Rope
- Replies (8)
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Hi
I have moving object which my object must be(or seem to be) attached to. What I need to do is have my rope moving with the object, without any (or a minimal amount of) force being applied to the rope. In other words: the rope must hang straight down even though the parent object is moving.
Any suggestions or tips on how to achieve this?
Thanks in advance.
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Per particle phase change |
Posted by: ckyun777 - 01-10-2018, 04:12 PM - Forum: Obi Fluid
- Replies (3)
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Hello
I'm working on welding simulation.
Is it possible to change per particle properties?
For example, viscosity of a particle can be changed by external heat? and getting colder as time flows?
Is it possible to make some particle become a sleep state and activated by external trigger so the computation load can be optimized.
Thanks!
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Performance Questions |
Posted by: rosedev - 01-10-2018, 03:08 AM - Forum: Obi Fluid
- Replies (5)
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Hello,
I have two questions on performance.
1) Unity Profiler shows spikes approximately once per second on the Oni.WaitForAllTasks() method, even when the fluid is not moving. Is it normal?
I also checked with ObiProfiler, but I didn't notice anything unusual, except the long "Idle (15ms)" label, which seems to be shown on every spike.
I attached screenshots of ObiSolver, Unity Profiler, ObiProfiler and Emitter material.
2) I have a big level with many (about 20) colliders (some of them are EdgeCollider2D). Does it make sence to disable all colliders which are far away from the fluid?
I have an idea to fetch the fluid grid each frame using Oni.GetParticleGrid() and disable all colliders that don't contains/intersects with any of the fluid cells.
Something like that:
Code: // Solver.OnFrameEnd += UpdateCollidersState;
private void UpdateCollidersState(object sender, System.EventArgs e)
{
var cellCount = Oni.GetParticleGridSize(Solver.OniSolver);
CurrentFluidGridCells = new Oni.GridCell[cellCount];
Oni.GetParticleGrid(Solver.OniSolver, CurrentFluidGridCells);
for (var i = 0; i < Colliders.Count; i++)
{
var c = Colliders[i];
var shouldBeEnabled = false;
for (var j = 0; j < CurrentFluidGridCells.Length; i++)
{
if (IsColliderAABBIntersectsWithFluidGridCell(c.SourceCollider, CurrentFluidGridCells[j].center, CurrentFluidGridCells[j].size*2)) // compare collider.bounds with cell bounds
{
shouldBeEnabled = true;
break;
}
}
c.enabled = shouldBeEnabled;
c.SourceCollider.enabled = shouldBeEnabled;
}
}
What do you think, will it increase the performace? I'm asking because I can't test it quickly (I have to change a lot of code to implement that)
Thank you.
![[Image: n2yV2iG.png]](https://i.imgur.com/n2yV2iG.png)
![[Image: s15wdgA.png]](https://i.imgur.com/s15wdgA.png)
![[Image: 1K4tELS.png]](https://i.imgur.com/1K4tELS.png)
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High Resolution mesh initialization |
Posted by: kocosman - 30-09-2018, 05:17 AM - Forum: Obi Cloth
- Replies (1)
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Hey there,
I started using Obi Cloth extensively for a project recently. Unity editor becomes unresponsive while initializing a high resolution mesh. It works when the mesh has around 10.000 vertices, but it crashes at around 60.000 vertices. Does obi cloth has limitations, is it a unity bug, any ideas?
Thanks.
Software:
Unity 2018.2.8f1
Latest Obi Cloth
Hardware:
i7-7700HQ (2.8GHz, 8 core)
GTX 1070
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Cloth Proxy hangs forever on "Bind" |
Posted by: henryh - 26-09-2018, 01:59 AM - Forum: Obi Cloth
- Replies (1)
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[attachment=184]
Hello,
I recently discovered that I needed to create a cloth proxy. It is for the trim of a women's dress mesh. I added Obi Cloth Proxy to the new trim mesh, assigned the original dress (ObiCloth) object to the "Particle Proxy" field. I created a ObiMeshTopology for the new trim mesh and generated it, then assigned it to ObiClothProxy's Target Topology field. Lastly, I created an ObiTriangleSkinMap to map between the original dress mesh to the new trim mesh.
Clicking on the new ObiTriangleSkinMap, I assigned the original dress mesh's ObiMeshTopology to the "Source topology" field of the new ObiTriangleSkinMap, and assigned the new trim mesh to the "Target mesh" field. Then I proceeded to "Edit skin map".
Here is the problem. When I click "Bind" the Unity freezes and never unfreezes (I have to use Window's Task Manager to forcefully End Task on Unity). I'm using Unity verysion 2018.2.2f1.
What's happening here? I can't debug it because Unity is completely frozen.
Thanks,
Henry
Update: I let it run for 15 minutes and it finally completed. Is there any way to speed up the process?
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Platform Support questions |
Posted by: Yung Youngstr - 25-09-2018, 03:47 PM - Forum: General
- Replies (3)
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Hello. Thanks for all the hard work you have put into Obi. Your efforts have really paid off! I have two vaguely related questions about Obi:
1. I noticed on your site that you support Windows/OSX/iOS/Android, and that the only other platforms you plan on supporting are PS4/XB1. Does this mean that UWP will never get support? I understand that it may be quite a bit of work, but I don't believe there's anything that would make such a thing unfeasible. I would say there's quite a bit more demand now that the Windows Mixed Reality Platform, both Hololens and immersive headsets, are using UWP. Myself in particular am developing for the platform, and I just hit a brick wall with the lack of platform support.
2. While loosely on the subject of VR, I noticed that your website says Obi Fluid requires some funky two-camera setup "since the renderer does not support single-pass stereo rendering". When you say "the renderer", are you referring to Obi's fluid renderer or Unity's renderer? I ask because Unity does support single pass stereo rendering, and it has been supported as early as the Unity 5 cycle.
![[Image: SinglePassStereoRendering3.png]](https://docs.unity3d.com/uploads/Main/SinglePassStereoRendering3.png)
ta-da!
So am I missing something here? Will you guys bring native support for Obi's fluid renderer to single pass? It would be a killer feature to add, since single pass heavily decreases CPU usage, freeing up valuable resources for the fluid simulation. And I have no clue whether support for the newer "single pass instanced" rendering would be any harder, but that's also a valuable feature to support, since it brings CPU usage even lower than traditional single pass does.
Thanks for your help guys
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