(05-09-2022, 04:31 PM)josemendez Wrote: The FluidShader is, as the name implies, used to render fluid. It cannot be used in a ObiParticleRenderer, you can only use particle shaders there. It's kinda like using a bloom shader to render the surface of an object, it doesn't make much sense since they're designed for different purposes.
FluidShader is used internally by the ObiFluidRenderer component to render the fluid, you don't need to do anything to use it or place it anywhere. See:
http://obi.virtualmethodstudio.com/manua...ering.html
http://obi.virtualmethodstudio.com/manua...ering.html
Particle and fluid rendering are two completely different things, the patch I provided doesn't contain any changes to particle rendering. It will continue to work as it did.
Got it, thank you for clarifying that. After replacing the files with the patched version on the link and after adding the cubemap to the FluidRenderer component, I'm getting a different result than before on the build but still not the same as in the editor.
Editor left, build right:
PatchEditor.png (Size: 113.36 KB / Downloads: 17)
Do you know what might be causing that difference? Here are the emitter and fluid settings:
Thanks!