Search Forums

(Advanced Search)

Latest Threads
can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 65
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 276
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 427
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,130
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 295
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 381
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,057
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 353
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 215
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,181

 
  (7.0) Compute backend seems to freeze the whole Unity editor occassionally
Posted by: kodra - 11-04-2024, 02:26 PM - Forum: General - Replies (12)

I tried to Compute backend, and my Unity editor started freezing occasionally when I got into Play mode. When it happens the GPU usage is at 100% and there is no way to unfreeze it except killing the whole process.

Switching back to Burst seems to fix it.

It's quite hard to provide a set of steps to reproduce, since it only happens occasionally, but it's a bad enough to make Compute completely unusable for me.

It happens even with a minimum project:

https://drive.google.com/file/d/1o9kf_fv...sp=sharing

Print this item

  Problem with softbody and complex character with submeshes
Posted by: JohnOrzone - 11-04-2024, 11:09 AM - Forum: Obi Softbody - Replies (13)

Hi


I am having trouble rigging my character that has a bunch of submeshes(internal organs in this case). I manage to get other simpler meshes to work properly with softbody but something is breaking when I do it with my complex character.




Going by the "Elastic character" tutorial does not really apply as the elastic character only has one main mesh.




I will provide some screenshots. I have the default ObiSolver component on the "FemaleBody" Object. This is a medical app btw.

Print this item

  How to make slow, steady flow
Posted by: kodra - 11-04-2024, 06:07 AM - Forum: Obi Fluid - Replies (4)

It seems that decreasing speed doesn't just make the flow slower, but also makes it discontinuous:

Speed = 1:

   

Speed = 0.5:

   

Any tip on how to make slow but steady and continuous stream?

Print this item

  What's the "Generate" button on fluid blueprint for?
Posted by: kodra - 11-04-2024, 04:31 AM - Forum: Obi Fluid - Replies (2)

I'm a bit confused about what this "Generate" button is for. It seems the changes on parameters take effect without using this button. When do I need to press it?

Print this item

  Volume constraint and softbody?
Posted by: kodra - 11-04-2024, 04:12 AM - Forum: Obi Softbody - Replies (1)

The volume constraint's document is a little bit of confusing to me:


Quote:Volume constraints can be used to simulate some sort of softbody physics, though they are not suitable for very stiff softbodies. Volume constraints are better suited for very soft, blobby bodies like a partially deflated beach ball and, in the case of cloth, they require the cloth mesh to be closed (that is, no holes on it).


It says "in the case of cloth...", but as far as I know only ObiCloth supports volume constraints? Or ObiSoftbody can use volume constraints too and I just missed it?

Print this item

  How do I make an Obi Fluid liquid translucent?
Posted by: KBTIT_ - 10-04-2024, 04:20 PM - Forum: Obi Fluid - Replies (2)

This question may not be related to obi.

How do I make an Obi Fluid liquid translucent?

Lowering the alpha of ParticleColor in ObiParticleRenderer will not change the appearance.
For example, if you want to make an appropriate 3D model translucent, create an appropriate material, set REnderingMode to Fade, and change the alpha of Color to translucent.

In the same way, we are seeking to change the Color setting to make it translucent.

Print this item

Lengua need sticky liquid
Posted by: KBTIT_ - 09-04-2024, 05:54 PM - Forum: Obi Fluid - Replies (1)

How can we describe a very sticky liquid, like oil?

For example, something that takes a very long time to fall when it hits a vertical wall.

First, I set Viscosity to 2, using this page as a reference.
http://obi.virtualmethodstudio.com/manua...rials.html

There was indeed a change, but it is still not enough.

Next, I changed the Gravity of the Buoyancy and Obi Solver so that it takes longer to fall.
These are fine if only a little, but changing them significantly can cause undesirable visual effects, such as slower falling speeds.


Therefore, I would like to know if there are any other parameters other than these that would affect the stickiness if changed.

Print this item

  Feature request: API to get the mesh from FluidMesher
Posted by: kodra - 09-04-2024, 02:48 AM - Forum: Obi Fluid - Replies (1)

My use case is that I'm working on my own custom fluid shader. The workflow is tedious: Press Play -> Wait for the simulation until the fluid gets to a certain shape I'd like to inspect the shader for -> Tweak the shader.

I figured that if I dump the mesh from BurstFluidMesherSystem as an Unity asset, it would make iterating on the shader much faster. So I added this API:

Code:
public List<Mesh> DumpMeshes_Editor()
{
        var meshes = new List<Mesh>();
        for (int i = 0; i < batchCount; i++)
        {
            var batch = batchList[i];
            meshes.Add(batch.mesh);
        }

        return meshes;
}
/// then save the mesh with AssetDatabase.CreateAsset...

It works. I kinda hope it's officially supported tho, cause 1. I don't know if it's the correct way to do it 2. It's not that easy for Compute backend as the mesh only lives in GPU (I suppose).

Print this item

  What's the constraint between skeletal particles and bones? And can I disable it?
Posted by: kodra - 08-04-2024, 07:30 PM - Forum: Obi Softbody - Replies (3)

When the "Skeleton Sampling" is enabling when generating particles from the softbody blueprint editor, the generated particles since to move along with the bones. My questions are:

1. What's the constraint taking place here? Distance? Pin? Shape matching?

2. Can I disable it? In other words, I'd like the particles to be generated at the positions of the bones, but I'd like them to work just like volume particles and surface particles: bound to other particles by shape matching constraints, but not bound to the bone.

Print this item

  Obi renderers (particles, fluid, all of them) randomly stop working upon Pause button
Posted by: kodra - 08-04-2024, 07:15 AM - Forum: General - Replies (1)

It seems that Obi renderers randomly stop working when the "Pause" button is pressed in Unity editor.



Please take a look at this video. The fluid just disappears and reappears randomly. Sometimes it works sometimes it doesn't.




It has nothing to do with my custom SRP, since the exact same issue happens with URP as well (see above).

Print this item