06-01-2025, 08:39 PM
(02-01-2025, 08:50 PM)josemendez Wrote: 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.
If I don't have the ObiFluidRendererFeature set up properly, then I will get no fluids rendering at all. Since I said I get fluids but they're lacking turbidity, you can skip repeating the advice to set that part up.
(02-01-2025, 08:50 PM)josemendez Wrote: 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.
I mis-spoke. Not only am I using the stock blueprints, but I am ALSO using the stock ObiFluidRenderingPass (named FluidPassTransparent) but am adjusting its settings. After all, that's the only place where settings like Turbidity and Diffuse Color show up in the interface, so I must be using it.
From the Burst Transparent shader graph, it looks like you only use the alpha value of Turbidity, not its color. If this was your design intent, it is pretty confusing from a user perspective. That said, you can see from my settings of ~0.5 alpha turbidity and bright green diffuse color, my fluid should not be water. Refraction is working.
I have tried this with the ObiFluidRendererFeature at the top of the stack, and at the bottom of the stack, and alone in the stack, so it's not a matter of ordering the rendering features.