22-10-2024, 01:56 PM
(This post was last modified: 22-10-2024, 02:03 PM by josemendez.)
Hi!
Possible, but absolute overkill. A simple texture-based approach driving material roughness would get the job done easier and at a very small fraction of the cost.
No, since you need a simulation space for the simulation to happen in. Same reason you need a canvas for UI rendering, or a root bone for character animation.
Why would that be? You can move the solver, emitters, colliders, and the fluid particles themselves. No need for anything to stand still.
If you adjust the size of particles, you need to adjust the mesher's voxel size accordingly. That is, if you make particles smaller, make the voxel size smaller too.
Other than the particles being rendered as well (simply disable the ObiParticleRenderer component for them to go away) and isosurface being completely off (you need to use a smaller value) not sure what's wrong with rendering in that pic? Could you be a bit more specific?
kind regards
(22-10-2024, 12:47 PM)aardworm Wrote: I’m trying to make dynamic crying with water that rundown the cheek of a character. Judging from the description this should be possible.
Possible, but absolute overkill. A simple texture-based approach driving material roughness would get the job done easier and at a very small fraction of the cost.
(22-10-2024, 12:47 PM)aardworm Wrote: Emitter should always be a child of the solver. Is there a way around this?
No, since you need a simulation space for the simulation to happen in. Same reason you need a canvas for UI rendering, or a root bone for character animation.
(22-10-2024, 12:47 PM)aardworm Wrote: Because other otherwise you can only simulate liquid on an object that stands still…
Why would that be? You can move the solver, emitters, colliders, and the fluid particles themselves. No need for anything to stand still.
(22-10-2024, 12:47 PM)aardworm Wrote: I can’t get the scaling right. When I use method 1 (or 2) from this video. Either the physics become floaty or the mesher (or renderer?) doesn’t render the liquid properly.
If you adjust the size of particles, you need to adjust the mesher's voxel size accordingly. That is, if you make particles smaller, make the voxel size smaller too.
(22-10-2024, 12:47 PM)aardworm Wrote:
No matter what I do, I can't get the rendering right... Image here: https://ibb.co/L0qNCvD
Other than the particles being rendered as well (simply disable the ObiParticleRenderer component for them to go away) and isosurface being completely off (you need to use a smaller value) not sure what's wrong with rendering in that pic? Could you be a bit more specific?
kind regards