09-04-2019, 09:55 AM
(01-04-2019, 07:15 AM)josemendez Wrote: Hi there!
Not currently possible. The renderer gets all particle data directly from the actor it is rendering. You would have to heavily modify its code to allow for extra custom particles to be rendered, which is possible but a lot of work.
The alternative of using Unity particles to render fluid properties is pretty expensive. Currently only velocities are interpolated from the surrounding fluid particles, the ability of rendering any other property would require interpolating them too. I will look into the best way to achieve this without sacrificing performance, but currently I'd say it cannot be done.
Note that ObiParticleRenderer does not render "real" spheres, it renders each particle as a quad with a special shader that makes it look like an actual sphere (technique known as ellipsoid splatting). This is quite cheap and comparable to rendering regular particles. The cost of fluid particles mainly comes from simulation, which is why using diffuse particle advection is interesting as advecting particles does not involve any particle-particle interaction and can very efficiently be done in parallel.
Hi,
I think you mean using Unity particles, the other properties like pressure, viscosity can be interpolated like velocity, but it will badly effect performance. Actually, the performance issue is ok for me. Please just show me how to interpolate them with the Unity Particle system. Thanks for your support.