10-08-2019, 12:36 AM
(This post was last modified: 10-08-2019, 01:10 AM by MasterGeneralB.)
(06-05-2019, 11:32 AM)josemendez Wrote: Hi there,
There's nothing really specific that you need to do to achieve this. My advice would be to use fairly high surface tension coefficient for your fluid material so that particles stick to each other well, getting the "blob" look instead of many disconnected smaller drops.
In looking for a similar solution I thought i might as well ask on this thread a few related questions:
1) The gravity variable in the obi solver, is there a way to reference it in a script so as to modify its value (I checked and it seems this isnt the unity physics engines value for gravity, so am i correct in assuming its the obi solvers own?). Having blobs converge back on each other could then be done by getting either the largest blobs position as the center of gravity and ramping the strength of the field towards it (esentially making all the smaller blobs "fall" towards it) or an average center of all blobs as the center of the gravitational pull and doing the same.
2) Is there any way of identifying the edge perimeter of a liquid "blob" or are all the particles uninformed of their respective position relative to the body of fluid as a whole?
3) In my mild experimentation i have managed to break obi fluids, Im getting a "mesh 'particle imposters' abnormal mesh bounds - most likely it has some invalid"...
message. Im using a modified grabber (uses multiple grabbed particles in a given 2d circle rather than one grabbed particle) and moves them around on screen. Any idea why this error shows up, or more info is needed on my parameters?
EDIT: so looking through the manual more, there must be some value/info on the fluid boundary since atmo drag makes uee of it...