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Why does setting InverseMass to zero on a single particle freeze all particles?
#9
(09-04-2021, 02:06 PM)josemendez Wrote: Removing the fluid flag from the particle phase at runtime works well:

Code:
solver.phases[particleIndex] &= (int)(~Oni.ParticleFlags.Fluid);

This turns the particle into a granular. However, it will still be part of the fluid emitter and rendered as such by the fluid renderer (as rendering is done emitter-wise, not particle-wise), so depending on how you want to approach rendering the solidified ones this might be inconvenient.

I'm working on a sample scene that implements this, so that I can feel any potential issues/hardships of this use case in my own flesh Sonrisa
Hi,
I saw your previous comment about working on a sample scene that implements granular particle rendering within a fluid emitter. I was wondering if you had a chance to finish it, or if it's available somewhere to check out?
I'm currently trying to implement a similar effect and would greatly appreciate any reference or insight you could share.
(For transparency, this message was written with the help of ChatGPT to ensure clear communication in English.)
Thanks again for your work and support!
Best regards
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Messages In This Thread
RE: Why does setting InverseMass to zero on a single particle freeze all particles? - by nonnamed - 13-05-2025, 12:41 PM