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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
20-06-2025, 04:32 PM
» Replies: 1
» Views: 54
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 2,790
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 153
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 71
Tear Rod
Forum: Obi Rope
Last Post: chenji
18-06-2025, 08:34 AM
» Replies: 2
» Views: 132
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
» Replies: 11
» Views: 385
Memory Leaks?
Forum: General
Last Post: josemendez
16-06-2025, 08:45 PM
» Replies: 3
» Views: 212
Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 1,960
Is it possible to simulat...
Forum: Obi Fluid
Last Post: josemendez
09-06-2025, 08:21 AM
» Replies: 1
» Views: 177
Fluid Control Issues
Forum: Obi Fluid
Last Post: josemendez
06-06-2025, 09:19 AM
» Replies: 1
» Views: 221

 
  Runtime generated SDF
Posted by: goosejordan - 10-03-2025, 09:56 PM - Forum: General - Replies (2)

What would be the best approach for acheiving a HD sdf collision map close to the player? I would love to reach a resolution of 1-5 centimeters (in a VR setting).

I'm working on a smooth voxel system with detailing through tesselation and displacement. Next up for me is generating this HD collsion map but I'm stumped at finding a solution here.
So far the implemented process is:

  1. Have a low resolution SDF field
  2. Generate mesh from SDF
  3. Unwrap mesh UV's and apply virtual texturing
  4. Use tesselation+displacement when rendering. It now looks HD and photorealistic!
I will have to figure out a way to make a custom SDF collider that Obi can use.
It needs to be runtime and on demand as chunks are loaded and LOD changed. I know of the method from the Unity demo team. I could likely do this or something similar, but with some virtual volume method so that i only resolve high definition close to geometry.

At some point I need to stop the flood-fill propagation of distances if nothing else at the seams between high resolution and low resolution. How mathematically accurate does the SDF need to be for Obi to work properly? Is accuracy most important close to zero or does it have to be seamless?

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  Mass
Posted by: josemendez - 10-03-2025, 09:11 AM - Forum: Announcements - No Replies

Hi!

I've added some explanation/tips about mass to the manual:
https://obi.virtualmethodstudio.com/manu....html#mass

This is a common topic that pops up in support very often, so I tried to condense the top 3 takeaway points.

any feedback is welcome! Sonrisa

kind regards

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  Reset Rope without Movement / Physics
Posted by: vrtraining - 10-03-2025, 07:21 AM - Forum: Obi Rope - Replies (1)

I need to reset the rope to its initial position. My rope is attached to and object and I have moved that object. Now when I reset my object back the rope swings all the way back due to solver and physics. I just want to reset the rope as I reset my attached object. I'm currently using the solution I got from this forum

Code:
rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();
while (!rope.isLoaded) yield return new WaitForEndOfFrame();
ropeCursor.ChangeLength(initialLength - rope.restLength);

This solution was working well in Obi 6 but in Obi 7 its starting to add swing. How I can reset it back to blueprint one without any physics. I just want the rope with its length and particles to reset to its original starting position without any animation or swing along the way. How I can do that?

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  rope settings
Posted by: 3dship - 06-03-2025, 08:30 AM - Forum: Obi Rope - Replies (1)

Hello

What I want to do is really simple but I couldn't solve it because I'm a beginner. To tie the ship to the land with a rope. I create an obi solver and tie the ship. The ship is big and has a high volume, about 700,000 mass. When I move the ship, the rope constantly stretches and doesn't hold the ship. I couldn't figure out what other settings I should make and what I'm missing.

I switched the one that attaches the rope to the boat to dynamic. The one on land is static. other settings are default.

I'd be glad if you could help.
Thank you.

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  Performance degradation when using Collision callbacks in scripts
Posted by: Cat3Man - 01-03-2025, 12:08 PM - Forum: Obi Fluid - Replies (2)

Hello. I am using the latest Obi Fluid 7 with Unity 2022.3.43f1.

I noticed that when running a script with the following code while the Backend mode of the Obi Solver is set to GPU, performance deteriorates. Regardless of the processing inside the Solver_OnCollision function, simply registering a function as an event listener to .OnCollision causes a performance drop.

Example:
void OnEnable()
{
    if (solver != null)
    {
        solver.OnCollision += Solver_OnCollision;
    }
}

void OnDisable()
{
    if (solver != null)
    {
        solver.OnCollision -= Solver_OnCollision;
    }
}

private void Solver_OnCollision(object sender, ObiNativeContactList e)
{

}
However, when the Backend mode is set to CPU, the impact on performance is minimal.

Why does this happen?
Is there a way to use GPU Backend mode without causing a performance drop while still using this script?

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Exclamación Pinholes: new component for ropes
Posted by: josemendez - 28-02-2025, 01:06 PM - Forum: Announcements - Replies (7)

New component coming to ObiRope 7.0.5: ObiPinhole.

This is something that has been requested quite often: the ability to attach a rope to a point while allowing it to slide/pass trough that point - just like a thread passing trough the eye of a needle.

Pinholes implement that and a lot more: they have full two-way coupling with rigidbodies, they're motorized, and you can even define the friction between the rope and the pinhole. They work for ropes and rods, both open and closed/looped, and fully support rope tearing/cutting. Here's the WIP manual page for them, which contains more details and some use cases:

https://obi.virtualmethodstudio.com/manu...nhole.html

Let me know if you have some feedback, questions or suggestions!

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  Need Transform of Cloth or Particle Group
Posted by: vrtraining - 28-02-2025, 06:47 AM - Forum: Obi Cloth - Replies (4)

Hi,

I need to track the the transform of cloth particles or specially 2 individual corner particles who I have assigned Particle Group named lets say "Left Corner Particle" and "Right Corner Particle".

Is there is any way I can fetch the transform using Particle Group?

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Triste Shader Error in Obi Fluid 7.0.4 with Unity 2023.1.3f1 (URP 2D)
Posted by: robertye - 25-02-2025, 09:43 AM - Forum: Obi Fluid - Replies (1)

Hi,

I am using Obi Fluid 7.0.4 in Unity 2023.1.3f1 with Universal 2D, and I encountered the following error message:


Code:
Shader error in 'Shader Graphs/IndirectTransparent': 'OUTPUT_SH': Too few arguments to a macro call. 

at Assets/Obi/Resources/ObiMaterials/Fluid/ObiLightingURP.cginc(79)


This causes the transparent fluid to not display correctly.

If I comment out the code, the fluid seems to display correctly, but something appears to be missing.
However, in the RollingFriction example, the stone becomes invisible after commenting it out.

Before commenting:

[Image: 1ALR-cbfyiQtxfQIttlQl9XNj0B_glag9]

After commenting:

[Image: 1xew-Xbj2OkhccoQQHU1_Pet6sLSFZTtN]
[Image: 1xVASWuV7mlT75j3JQeXWXZidO70CZBtY]

Any insights or solutions would be greatly appreciated.

Thank you!

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  Interaction Obi fluid/cloth
Posted by: cliv3dev - 19-02-2025, 06:47 PM - Forum: Obi Cloth - Replies (3)

Hi,

I am testing collision between Fluid and cloth. 
Works fine between ObiCloth and ObiFluid, but when switching to ObiTearableCloth, fluid doesn't collide anymore with Tearable cloth. Do I need extra setup for collision to work ?

thanks,
Diego

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  Fluid ignores colliders on certain amount of particles (compute backend)
Posted by: JulijaF - 17-02-2025, 03:00 PM - Forum: Obi Fluid - Replies (2)

First off, I just want to say how amazing Obi Fluid is! I've had so much fun creating various liquids for my projects—huge thanks for the fantastic work. Keep it up!  Sonrisa

The Issue:
I initially ran into an issue with the compute backend struggling when handling a large number of colliders in the scene. The fluid wouldn't collide with anything, but I found a fix on the forum by adjusting:

Code:
#define MAX_CONTACTS_PER_SIMPLEX 32 → 512
This resolved the problem, but only up to a certain number of particles.

My Setup:
  • Colliders: ~150 (mostly Box Colliders), positioned close together.
  • Fluid Resolution: 3
  • Particle Count: Around 185k particles—at this point, the fluid starts ignoring colliders and becomes jittery.
The Problems:
  1. Instability at High Particle Count
    • Even with a high-end GPU, the compute backend becomes unpredictable when the particle count increases.
    • Reducing the resolution only delays the breaking point.
  2. Collisions Causing Jitter
    • The fluid behaves erratically when colliding with many objects, even with particle count around 100k.
    • This jitteriness leads to excessive foam generation.
Example Demos:
  1. Jittering Fluid at High Particle Count 
    demo
  2. Fluid Passing Through Multiple Colliders
    demo
Would love any insights on improving stability and handling high particle counts effectively. Thanks in advance! ?

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