07-01-2025, 09:43 AM
(This post was last modified: 07-01-2025, 10:51 AM by josemendez.)
(06-01-2025, 08:39 PM)hariedo Wrote: If I don't have the ObiFluidRendererFeature set up properly, then I will get no fluids rendering at all. Since I said I get fluids but they're lacking turbidity, you can skip repeating the advice to set that part up.
Rendering the fluid's mesh is done by ObiFluidSurfaceMesher (as the name implies, it builds a mesh for the surface of the fluid), so it's not possible to get no rendering at all by not having a ObiFluidRendererFeature.
By not having a properly set up ObiFluidRendererFeature fluid *will* get rendered, but it will look exactly like in your screenshot because turbidity and thickness effects won't work as I explained in my last post:
Quote:Specifically, make sure you've added a ObiFluidRendererFeature rendering feature (step #3 in the manual page linked above) and that you've assigned the fluid pass(es) you're using to it. Otherwise refraction/thickness/turbidity will have no effect on transparent fluids.
That's why I feel like I must repeat the same advice, even if I risk sounding like a broken record.
(06-01-2025, 08:39 PM)hariedo Wrote: I mis-spoke. Not only am I using the stock blueprints, but I am ALSO using the stock ObiFluidRenderingPass (named FluidPassTransparent) but am adjusting its settings. After all, that's the only place where settings like Turbidity and Diffuse Color show up in the interface, so I must be using it.
My guess is that you haven't added the ObiFluidRenderingPass to your ObiFluidRendererFeature. Even if you use stock assets, this step is necessary for the URP renderer (which is not a part of Obi, so you cannot use a stock one!) to provide the necessary buffers for transparent fluids to work as explained in the manual, see the bit circled in yellow:
(06-01-2025, 08:39 PM)hariedo Wrote: From the Burst Transparent shader graph, it looks like you only use the alpha value of Turbidity, not its color. If this was your design intent, it is pretty confusing from a user perspective. That said, you can see from my settings of ~0.5 alpha turbidity and bright green diffuse color, my fluid should not be water.
Not sure what you mean, in the ShaderGraph shader you can clearly see its RGB channels are being used. Turbidity is a color as illustrated in the manual:
(06-01-2025, 08:39 PM)hariedo Wrote: I have tried this with the ObiFluidRendererFeature at the top of the stack, and at the bottom of the stack, and alone in the stack, so it's not a matter of ordering the rendering features.
Ordering has no effect at all indeed. However if you just add the ObiFluidRendererFeature but forget setting it up by providing one or more passes, thickness, turbidity and other transmittance-related effects won't work for those passes.
let me know if you need further help,
kind regards