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Help  Foam Rendering suggestions
#1
Pregunta 
Hello there! First, pls look at this video



It shows 3 problems with foam particle rendering.
I'm On Unity 2022.3.45 URP deferred rendering.

In this example, I use Obi Fluid only for splash and trail effects, the infinitive ocean is KWS water system.

Problems with the Foam shown in the video:
1-Culling is so sensitive.
The foam particles are so easy to be culled, it can break immersion.

2-In script, I animate the ObiEmitter.speed to do the motorboat foam trail effect, and the dive into water splash effect.
for motorboat: when I contact the water and move on it, I set the ObiEmitter.speed to high value, when exit water, I set it to 0.
for dive splash effect: when I dive into water, I set ObiEmitter.speed to high value, then gradually animate the value to 0, it is Stream, but when I animate the speed, it looks like burst effect.
The problem is, after the ObiEmitter.speed is set to 0 in script, the emitter stops emitting, but the foam needs to be continued updated to it can gradually die out, but in the video, foam just hang in place. Is there somewhere in the system, when system detect ObiEmitter has 0 emission speed, it stop the ObiFoamGenerator from updating?
Suggest: ObiFoamGenerator only stop updating when the foam particles all die out.

3-Suggestion regarding foam rendering.
The foam currently not work well with KWS water system underwater rendering. I think if it is just opaque, it can receive those lighting.
Currently, it is just white while everything is tinted, looks so out of place. But a quick edit in the shader code to turn it to Opaque shows no noticeable changes.
Can you provide a shader graph version of the Foam shader? I'll try with Cutout Opaque to see.
Thank you!
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Messages In This Thread
Foam Rendering suggestions - by spikebor - 26-10-2024, 05:57 PM
RE: Foam Rendering suggestions - by josemendez - Yesterday, 10:43 AM