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24-10-2021, 01:04 PM
(This post was last modified: 24-10-2021, 04:03 PM by Volchok.)
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25-10-2021, 03:54 AM
(This post was last modified: 25-10-2021, 03:57 AM by CreepGin.)
In ObiParticleRenderer, you need to use the URP shader instead of the built-in one. The shader is at Obi/Resources/ObiMaterials/URP/ParticleShaderURP
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25-10-2021, 08:10 AM
(This post was last modified: 25-10-2021, 08:14 AM by josemendez.)
Hi there!
(24-10-2021, 01:04 PM)Volchok Wrote: 3 days ago I sent you an email to support@virtualmethodstudio.com , but received no response. Perhaps my email got into your spam folder.
I just saw your email, it was written last friday at 21:44 local time. By then there was no-one in office, sorry! We seldom check emails/forums during weekends.
First, make sure you're actually using your URP rendering pipeline asset! Otherwise fluids won't show no matter what. The error message in your console complains about render features missing from your pipeline, but your pipeline has no missing render features. Maybe you're using a different one?
(24-10-2021, 01:04 PM)Volchok Wrote: 2. When I set the Render checkbox in Emitter-->ObiParticleRenderer everything worked, but for unknown reason the color of the liquid is always black.
It's not working, only particles are visible. Even then, they're black because you're using a standard pipeline shader instead of a URP shader (as CreepGin points out in the post above mine)
Make sure you disable the "render" checkbox in the ObiParticleRenderer. This will render particles below the fluid surface, which is not what you want. You only want the fluid surface to be visible.
(24-10-2021, 01:04 PM)Volchok Wrote: 4. When starting the Fluid Viscosity scene, there is no liquid, but there are such messages in the console
- The BurstColliderWorld component is missing (and warnings appearing in your console) because you haven't installed the Burst dependencies. Note these aren't required for the engine to work and fluid to be rendered, but it will fall back to the native backend. These warnings can be safely ignored, you can even remove the BurstColliderWorld object if not going to use it. For more info, see backends: http://obi.virtualmethodstudio.com/manua...kends.html
Also, check this out for a broader picture of Obi's architecture: http://obi.virtualmethodstudio.com/manua...cture.html
Let me know if the issue persists.
kind regards
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25-10-2021, 11:10 AM
(This post was last modified: 25-10-2021, 11:24 AM by Volchok.)
(25-10-2021, 03:54 AM)CreepGin Wrote: In ObiParticleRenderer, you need to use the URP shader instead of the built-in one. The shader is at Obi/Resources/ObiMaterials/URP/ParticleShaderURP
Thanks! You are right!
I tried using ParticleShaderURP and SimpleParticleShaderURP.
But I can't achieve the result as in the video.
I need the liquid exactly as in the video.
https://youtu.be/k5Uv5ecjVM0
How do I configure the components so that I see the same liquid in the URP as in the video?
If I disable the Render checkbox, then everything disappears.
(25-10-2021, 08:10 AM)josemendez Wrote: Hi there!
I just saw your email, it was written last friday at 21:44 local time. By then there was no-one in office, sorry! We seldom check emails/forums during weekends.
First, make sure you're actually using your URP rendering pipeline asset! Otherwise fluids won't show no matter what. The error message in your console complains about render features missing from your pipeline, but your pipeline has no missing render features. Maybe you're using a different one?
It's not working, only particles are visible. Even then, they're black because you're using a standard pipeline shader instead of a URP shader (as CreepGin points out in the post above mine)
Make sure you disable the "render" checkbox in the ObiParticleRenderer. This will render particles below the fluid surface, which is not what you want. You only want the fluid surface to be visible.
- The BurstColliderWorld component is missing (and warnings appearing in your console) because you haven't installed the Burst dependencies. Note these aren't required for the engine to work and fluid to be rendered, but it will fall back to the native backend. These warnings can be safely ignored, you can even remove the BurstColliderWorld object if not going to use it. For more info, see backends: http://obi.virtualmethodstudio.com/manua...kends.html
Also, check this out for a broader picture of Obi's architecture: http://obi.virtualmethodstudio.com/manua...cture.html
Let me know if the issue persists.
kind regards
Hi!
Thanks for the answer!
I have started the liquid, but I can't make it look like in your video.
https://youtu.be/k5Uv5ecjVM0
How do I configure the components so that I see the same liquid in the URP as in the video?
If I disable the Render checkbox, then everything disappears.
https://youtu.be/bTg3xDH5z_o
Maybe the problem is in the shaders for URP?
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25-10-2021, 11:20 AM
(This post was last modified: 25-10-2021, 11:21 AM by josemendez.)
(25-10-2021, 11:10 AM)Volchok Wrote: How do I configure the components so that I see the same liquid in the URP as in the video?
If I disable the Render checkbox, then everything disappears.
You should not enable the render checkbox in the particle renderer. This renders particles, not the fluid surface which is what you're interested in.
Are you 100% sure you're using the URP render pipeline asset you've configured for fluid rendering? Go to Edit-> Project Settings->Graphics, and make sure your URP pipeline asset (the one that contains the fluid renderer feature) is set as your SRP:
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25-10-2021, 11:22 AM
(This post was last modified: 25-10-2021, 11:23 AM by josemendez.)
(25-10-2021, 11:10 AM)Volchok Wrote: Maybe the problem is in the shaders for URP?
These are just warnings about implicit truncations (which are fine and won't prevent the shader from working). Also, these are particle shaders, not fluid shaders. As mentioned before, this has nothing to do with fluid rendering.
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25-10-2021, 11:32 AM
(This post was last modified: 25-10-2021, 11:39 AM by Volchok.)
(25-10-2021, 11:20 AM)josemendez Wrote: You should not enable the render checkbox in the particle renderer. This renders particles, not the fluid surface which is what you're interested in.
Are you 100% sure you're using the URP render pipeline asset you've configured for fluid rendering? Go to Edit-> Project Settings->Graphics, and make sure your URP pipeline asset (the one that contains the fluid renderer feature) is set as your SRP:
I was able to see in your Fluid Viscosity scene in the URP only such variant - but it does not look at all like what is in your video.
If I disable the Render checkbox, then everything disappears (The video is presented above).
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25-10-2021, 11:40 AM
(This post was last modified: 25-10-2021, 11:49 AM by josemendez.)
Hi,
Can't pinpoint what's wrong with your setup. Just tried following the URP setup video using Unity 2021.1.25f1, and fluid renders fine for me:
Would it be possible for you to send your project to support(at)virtualmethodstudio.com so that I can take a direct look at it? thanks!
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25-10-2021, 11:42 AM
(This post was last modified: 25-10-2021, 11:49 AM by josemendez.)
(25-10-2021, 11:32 AM)Volchok Wrote: I was able to see in your Fluid Viscosity scene in the URP only such variant - but it does not look at all like what is in your video.
If I disable the Render checkbox, then everything disappears (The video is presented above).[/font][/size][/color]
What you're seeing is not the fluid surface, it's the underlying particle representation. Obi can render either the particles, the fluid surface, or both. See:
http://obi.virtualmethodstudio.com/manua...ering.html
As stated above, the "render" checkbox in the ObiParticleRenderer must be disabled, so that particles are not visible. Assuming fluid has been set up correctly, the fluid surface should then be visible.
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25-10-2021, 12:15 PM
(This post was last modified: 26-10-2021, 09:02 AM by Volchok.)
(25-10-2021, 11:40 AM)josemendez Wrote: Hi,
Can't pinpoint what's wrong with your setup. Just tried following the URP setup video using Unity 2021.1.25f1, and fluid renders fine for me:
Would it be possible for you to send your project to support(at)virtualmethodstudio.com so that I can take a direct look at it? thanks!
I did everything as in your video step by step. I don't know why URP doesn't work as it should.
Ok!
I will send you this project soon to your mail, create again it step by step by video and send result in the last Unity Vertion.
I understood what the problem was.
Rather, I was misled by this article on connecting URP.
How To Upgrade Your Project to URP in Unity 2021.2 <--------- DO NOT USE!
https://medium.com/nerd-for-tech/how-to-...10404935a7
Also, there is no Settings folder in your video, which is NOW created automatically when creating the Unity project of the URP in the latest version 2021.1.25a.
I just had to go to Graphics, click there on the already existing Universal RP-High Quality and already configure it as shown in the video. Then everything works.
I have 2 more questions for you.
1) Where to set the number of particles?
2) How do I calculate the volume of fluid in a cup?
Thanks!
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