02-01-2025, 08:50 PM
(This post was last modified: 02-01-2025, 08:53 PM by josemendez.)
(02-01-2025, 06:20 PM)hariedo Wrote: Same issue here: FluidMill and other demo scenes have water-like fluids with no coloring. Environmental reflection and shadows work but thickness and turbidity colors on the emitter have no effect.
All included sample scenes are set up for the built-in render pipeline. For URP, make sure you've set up your renderer as explained in the manual.
Specifically, make sure you've added a ObiFluidRendererFeature rendering feature (step #3 in the manual page linked above) and that you've assigned the fluid pass(es) you're using to it. Otherwise refraction/thickness/turbidity will have no effect on transparent fluids.
(02-01-2025, 06:20 PM)hariedo Wrote: This is true if using the supplied demo fluid blueprints and making new ones. (I have both Opaque Texture and Depth Texture enabled in my URP renderer asset.)
Blueprints are not involved in fluid rendering: they specify physical properties of the fluid, things like viscosity and surface tension. Modifying blueprints won't have any impact on rendering, which is handled by ObiFluidSurfaceMesher, ObiFluidRenderingPass and ObiFluidRendererFeature.
Let me know if you need further help,
kind regards