Yesterday, 04:15 PM
(Yesterday, 02:09 PM)josemendez Wrote: Hi,I see, thank you.
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.
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