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Help  FluXY Dye
#1
Hi, I hope you are all doing well.
I just have a few questions about FluXY. If you take the time to answer, I'd appreciate it.

I'm trying to implement the dyeing mechanic of a game called "Jelly Dye" (the app store link is down below).

My first question is, do you think that it is possible to achieve this with FluXY package?
Second question is, is there a better/easy way to achieve it?

If it is possible with FluXY, then I need help Sonrisa

I'm working on a container with the shape of a volume. I am increasing its size to fill the volume faster, applying torque to ensure even distribution, and gradually reducing turbulence over time to slow down its spread and eventually stop. It seems like it's kinda working but I need to do it with custom mesh. That's the point I'm having problems. Scaling the target causes unwanted shapes to appear. (a screenshot is attached). Torque is causing this I guess but It was fine when working with volume.

How can I prevent this?
Is there a better way to spread it and eventually make it look completely filled with no motion? I feel like I'm on the wrong path, I cannot fully understand spreading mechanism of this package.
Also I don't want it to dissolve or look like transparent. I need it opaque all the time.

Lastly, I was able to fix a few things in the last few hours but I cannot rotate and fill the whole object. (Screenshot with the blue effect)

Any help, advice or leading is appreciated.
Thanks in advance.

(While trying to figure things out I almost changed every single value on editor. So, if you see something strange please let me know Guiño)

https://apps.apple.com/us/app/jelly-dye-...orm=iphone


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#2
Hi,

This forum is for Obi assets. For questions related to other assets, please use the appropriate support channel (for FluXY, emailing to fluxy(at)virtualmethodstudio.com).

(Yesterday, 09:47 PM)mayktr Wrote: My first question is, do you think that it is possible to achieve this with FluXY package?
Second question is, is there a better/easy way to achieve it?

This game definitely uses an eulerian, texture-based fluid simulation, so yes FluXY would be the correct choice.

(Yesterday, 09:47 PM)mayktr Wrote: I am increasing its size to fill the volume faster, applying torque to ensure even distribution, and gradually reducing turbulence over time to slow down its spread and eventually stop. Is there a better way to spread it and eventually make it look completely filled with no motion?

Using torque / target scaling is a quite convoluted way to do this, increasing pressure (alpha channel of the velocity texture) would be a simpler, more effective way.

(Yesterday, 09:47 PM)mayktr Wrote: I feel like I'm on the wrong path, I cannot fully understand spreading mechanism of this package.

As in any fluid simulation, fluid spreads from high-pressure areas to low-pressure ones. So increasing pressure on a point will make fluid flow outwards from it.

Note that for accurate pressure-based effects you need your solver be using the Iterative pressure mode, instead of the Separable one.

(Yesterday, 09:47 PM)mayktr Wrote: Also I don't want it to dissolve or look like transparent.

Make sure all dissipation values in your container are set to zero, then use a low-precision storage asset for your solver (this will prevent density from dissipating over time). Check the "Fog" sample scene for an example.

(Yesterday, 09:47 PM)mayktr Wrote: I need it opaque all the time.

You can initialize the container's density values of the container using its "Clear color" property, under the "Surface" foldout. This will fill the entire container with an opaque color.

kind regards,
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#3
Hi, thank you for your reply, and I'm sorry I didn’t notice any directives about emailing for FluXY—my mistake.
Thank you for your advice. The iterative pressure mode helped a bit, but I still have some problems.

No matter what texture I use for the velocity texture, I cannot make it spread evenly from a point in all directions, like 360 degrees. That’s what I’m trying to achieve, as shown in the reference game link.

I'm overriding rotation, and when I rotate it, the production sometimes stops. It doesn’t seem probable, but that’s how it looks. I’ve tried a few things, but I still can’t resolve it.

Also, it seems like it's hitting some invisible barrier, and I’m not sure why (screenshot is attached). Could the problem be with the mesh, or am I using the package incorrectly?

Sorry to bother you, but if you could provide more details on how to achieve the reference, I would really appreciate it.

Best regards.


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