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Bug / Crash  Fluid ignores colliders on certain amount of particles (compute backend)
#1
First off, I just want to say how amazing Obi Fluid is! I've had so much fun creating various liquids for my projects—huge thanks for the fantastic work. Keep it up!  Sonrisa

The Issue:
I initially ran into an issue with the compute backend struggling when handling a large number of colliders in the scene. The fluid wouldn't collide with anything, but I found a fix on the forum by adjusting:
Code:
#define MAX_CONTACTS_PER_SIMPLEX 32 → 512
This resolved the problem, but only up to a certain number of particles.

My Setup:
  • Colliders: ~150 (mostly Box Colliders), positioned close together.
  • Fluid Resolution: 3
  • Particle Count: Around 185k particles—at this point, the fluid starts ignoring colliders and becomes jittery.
The Problems:
  1. Instability at High Particle Count
    • Even with a high-end GPU, the compute backend becomes unpredictable when the particle count increases.
    • Reducing the resolution only delays the breaking point.
  2. Collisions Causing Jitter
    • The fluid behaves erratically when colliding with many objects, even with particle count around 100k.
    • This jitteriness leads to excessive foam generation.
Example Demos:
  1. Jittering Fluid at High Particle Count 
    demo
  2. Fluid Passing Through Multiple Colliders
    demo
Would love any insights on improving stability and handling high particle counts effectively. Thanks in advance! ?
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Messages In This Thread
Fluid ignores colliders on certain amount of particles (compute backend) - by JulijaF - 17-02-2025, 03:00 PM