09-04-2021, 02:06 PM
(This post was last modified: 09-04-2021, 02:08 PM by josemendez.)
Removing the fluid flag from the particle phase at runtime works well:
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
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
