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Bug / Crash  Obi Fluid 7 Transparent Fluid has no color
#1
Exclamación 
I installed the latest Obi Fluid (7.0.1) on Unity 2022.3.27f1.


It seems like transparent fluids has all just water-like color and not changing at all. You can see an example below


   
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#2
(30-08-2024, 12:01 PM)steelroach Wrote: I installed the latest Obi Fluid (7.0.1) on Unity 2022.3.27f1.


It seems like transparent fluids has all just water-like color and not changing at all. You can see an example below

Hi,

Is this the included FluidViscosity sample scene? If so, I'm unable to reproduce this on a fresh install in 2022.3.27f1.

Please check:
- Make sure the thickness setting ins the fluid pass (also accessible trough the ObiFluidSurfaceMesher component inspector) is high enough, if it's zero or close to zero fluids won't absorb light and be completely transparent. In this scene the value is 8.
- If using URP, make sure "opaque" and "depth" textures are enabled in your pipeline renderer asset (see: http://obi.virtualmethodstudio.com/manua...ering.html)

let me know if neither point seems to solve the problem.

kind regards,
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#3
(30-08-2024, 12:18 PM)josemendez Wrote: Hi,

Is this the included FluidViscosity sample scene? If so, I'm unable to reproduce this on a fresh install in 2022.3.27f1.

Please check:
- Make sure the thickness setting ins the fluid pass (also accessible trough the ObiFluidSurfaceMesher component inspector) is high enough, if it's zero or close to zero fluids won't absorb light and be completely transparent. In this scene the value is 8.
- If using URP, make sure "opaque" and "depth" textures are enabled in your pipeline renderer asset (see: http://obi.virtualmethodstudio.com/manua...ering.html)

let me know if neither point seems to solve the problem.

kind regards,


Neither of these work. The thickness was already 8 and opaque & depth is already enabled. 

Tried reimporting the plugin but it produced more errors (my project has Obi Rope too).

You can recreate my project importing Obi Rope and then Obi Fluid. It seems to me that these 2 conflicts.

Importing Obi Rope again solves these errors but still getting transparent fluid issue

[Obi Rope is 7.0.2, Fluid is 7.0.1]

   
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#4
(30-08-2024, 01:06 PM)steelroach Wrote: Neither of these work. The thickness was already 8 and opaque & depth is already enabled. 

Tried reimporting the plugin but it produced more errors (my project has Obi Rope too).

You can recreate my project importing Obi Rope and then Obi Fluid. It seems to me that these 2 conflicts.

Importing Obi Rope again solves these errors but still getting transparent fluid issue

[Obi Rope is 7.0.2, Fluid is 7.0.1]

Hi,

You can't install different versions of Obi together, as explained in the manual: http://obi.virtualmethodstudio.com/manua...setup.html

Quote:If you own several Obi assets, you can just import them all one after another as long as they have the same version. Do not mix and match packages with different versions, this might break your Obi installation.

We're currently working on upgrading Obi Fluid (and all other Obi assets) to 7.0.2. Installing 7.0.1 together with Obi Rope 7.0.2 will break both, since they share code.

kind regards,
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#5
(30-08-2024, 01:28 PM)josemendez Wrote: Hi,

You can't install different versions of Obi together, as explained in the manual: http://obi.virtualmethodstudio.com/manua...setup.html


We're currently working on upgrading Obi Fluid (and all other Obi assets) to 7.0.2. Installing 7.0.1 together with Obi Rope 7.0.2 will break both, since they share code.

kind regards,

Oh, my bad. Sorry for inconvenience


How can I downgrade my Obi Rope?
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#6
(30-08-2024, 01:47 PM)steelroach Wrote: Oh, my bad. Sorry for inconvenience


How can I downgrade my Obi Rope?

Let me know your email account and I'll send 7.0.1 to you.

kind regards,
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#7
(30-08-2024, 01:58 PM)josemendez Wrote: Let me know your email account and I'll send 7.0.1 to you.

kind regards,


Sent you through PM.

Thank you
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#8
Same issue here:  FluidMill and other demo scenes have water-like fluids with no coloring.  Environmental reflection and shadows work but thickness and turbidity colors on the emitter have no effect.  This is true if using the supplied demo fluid blueprints and making new ones. (I have both Opaque Texture and Depth Texture enabled in my URP renderer asset.)

Obi Rope and Obi Fluid in the same project, both 7.0.4.
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#9
(02-01-2025, 06:20 PM)hariedo Wrote: Same issue here:  FluidMill and other demo scenes have water-like fluids with no coloring.  Environmental reflection and shadows work but thickness and turbidity colors on the emitter have no effect. 

All included sample scenes are set up for the built-in render pipeline. For URP, make sure you've set up your renderer as explained in the manual.

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.

(02-01-2025, 06:20 PM)hariedo Wrote: This is true if using the supplied demo fluid blueprints and making new ones.  (I have both Opaque Texture and Depth Texture enabled in my URP renderer asset.)

Blueprints are not involved in fluid rendering: they specify physical properties of the fluid, things like viscosity and surface tension. Modifying blueprints won't have any impact on rendering, which is handled by ObiFluidSurfaceMesher, ObiFluidRenderingPass and ObiFluidRendererFeature.

Let me know if you need further help,

kind regards
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#10
(02-01-2025, 08:50 PM)josemendez Wrote: All included sample scenes are set up for the built-in render pipeline. For URP, make sure you've set up your renderer as explained in the manual.

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.

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.

(02-01-2025, 08:50 PM)josemendez Wrote: Blueprints are not involved in fluid rendering: they specify physical properties of the fluid, things like viscosity and surface tension. Modifying blueprints won't have any impact on rendering, which is handled by ObiFluidSurfaceMesher, ObiFluidRenderingPass and ObiFluidRendererFeature.

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.

[Image: Kr4s2D2.png]

[Image: vyZEfAe.png]

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.  Refraction is working.

[Image: EbdQCxM.png]

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.
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