Obi Fluid OFFICIAL SALE

Obi is an advanced particle-based physics engine capable of simulating a wide range of deformable material behaviors, capable of running both in the CPU and the GPU. (CPU mode depends on the Burst, Jobs, Collections, and Mathematics packages, GPU mode requires compute shader support).


With Obi Fluid you can create fully multi-threaded AAA quality fluid simulations with ease. Fluids react to each other, can affect and be affected by rigid bodies (even make them float or sink!), and are capable of sticking to surfaces.



Warning: Please note that fluid simulation is a very demanding task. Be aware of its performance implications before using it.


Links


Obi Website


Community and Support Forum


What to use it for:


- Small to medium scale fluid simulations


- 2D fluid game mechanics


- Dripping fluid


- Splash effects



What NOT to use it for:


- Large scale fluid simulations


- Oceans, lakes, rivers, floods




All physical properties or the fluid are adjustable: viscosity, density, surface tension, stickiness, vorticity...


Features:


- Custom emitter shapes.


- Unbounded simulation (not confined to a specific domain).


- Two-way rigid body interaction.


- Per-particle properties: surface tension, vorticity, buoyancy....


- Hassle-free particle resolution adjust using a single parameter.


- Supports fluids of different resolution interacting in the same simulation.


- Supports high density ratios in multiphase simulations.


- Supports high viscosity with buckling and coiling effects


- Force zones, can take on the shape of any collider, support radial, linear and vortex modes.


- Void zones (kill/reduce the lifetime of particles that enter them).


- Supports Box, Sphere, Capsule, Mesh, Character, Terrain and Distance field (SDF) colliders.


- Create your own fluid shaders using ShaderGraph.


- Optional camera culling: non-visible fluids do not update their simulation.