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Help  In SolidifyOnContact exsample, Diffusion and Normal of solidified fluid become weird
#2
(Yesterday, 12:30 PM)asimofu_ok Wrote: Excuse me again.
In the SolidifyOnContact example, when I used a fluid with Diffusion and Normal textures, the result was as follows.

Liquid is correct diffusion and normal.


Solid is weird diffusion and normal texture.


Inspector used for ObiFluidSurfaceMesher

Hi,

Diffuse and normal textures are advected trough the fluid's velocity field. Granulars (which is what fluid particles become upon impact with a surface and solidify) don't define a velocity field so they don't support diffuse/normal textures. We may extend the method in the future to generate a velocity field for granulars.

(Yesterday, 12:30 PM)asimofu_ok Wrote: It seems that something is wrong because the invMass of the solidified particles becomes 0, but I couldn't figure it out even after looking at the shader graph.

This is intentional. As explained in the manual, setting the inverseMass of a particle to zero disables dynamics simulation for it and allows to override its position manually. This is what the sample scene does to "solidify" particles: turn them into granular particles with infinite mass (invMass = 0) and then set their position manually to follow the transform of the object they hit.

See Obi/Samples/Fluid/SampleResources/Scripts/SolidifyOnContact.cs script for more details.

kind regards
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Messages In This Thread
RE: In SolidifyOnContact exsample, Diffusion and Normal of solidified fluid become weird - by josemendez - Yesterday, 02:09 PM