⭐️⭐️⭐️⭐️ Obi Fluid – Published By Virtual Method
Obi is an advanced particle-based physics engine capable of simulating a wide range of deformable material behaviors.
Depends on the Burst, Jobs,

Keywords:
fluid, fluids, Physics, Simulation, liquid, Water
Short Description:
Obi is an advanced particle-based physics engine capable of simulating a wide range of deformable material behaviors.
Depends on the Burst, Jobs, Obi is an advanced particle-based physics engine capable of simulating a wide range of deformable material behaviors. Depends on the Burst, Jobs,
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
What to use it for: What NOT to use it for:
All physical properties or the fluid are adjustable: viscosity, density, surface tension, stickiness, vorticity… Features:
Rating: ⭐️⭐️⭐️⭐️
Discount: None
Asset Title: Obi Fluid
Publisher: Virtual Method
Category: tools, physics
More Details about this asset:
Collections, and Mathematics packages, for compatibility with all platforms Burst can compile for. Without these packages, it can still run, but only in Windows, Mac,Linux, iOS and Android.
Obi Website
Community and Support Forum
– Small scale fluid simulations
– 2D fluid game mechanics
– Dripping fluid
– Splash effects
– Large scale fluid simulations
– Pools, oceans, lakes, floods
– Custom emitter shapes.
– Two-way rigid body interaction.
– Modular solver: don’t waste performance, all parameters are exposed.
– Adjustable solver iteration count.
– 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 Box, Sphere, Capsule, Mesh, Character and Terrain colliders.
– Automatic camera culling: non-visible fluids do not update their simulation.