01-04-2022, 08:28 AM
(31-03-2022, 12:59 PM)josemendez Wrote: Hi!
The fluid renderer can only render fluid particles (you can't render arbitrary meshes), but you can drive fluid particles yourself, and you can deactivate any part of the simulation you're not using.
In Obi you can read/write any particle property (positions/velocities, as well as any other property) at runtime:
http://obi.virtualmethodstudio.com/manua...icles.html
Particle data is laid out in a SoA way (one array per property) and they can be mapped to NativeArrays for easy access from jobs.
You can also globally enable/disable any constraints you're not using (density, collisions, etc):
http://obi.virtualmethodstudio.com/manua...olver.html
So in your case, easiest approach would be to disable all constraints in a solver, emit particles programmatically and drive their data yourself using custom Burst-ed jobs. Full source code is included in case you'd need to tweak internals.
kind regards,
Thanks!