Hi, I’m looking to model the behavior of toothpaste and have two questions:
The creator of another fluid simulator in the AssetStore said that highly viscous materials require a short timestep for simulation and therefore aren’t feasible for today’s CPUs. Any idea if Flex suffers from that limitation as well?
A single-color toothpaste would be basically opaque, but the FlexDrawFluid2 shader seems to only render transparent even if the color-picker’s color is completely opaque. The FlexDrawFluid shader seems to correctly support opaque colors, but the particles are flipped 180-degrees vertically in the Game view (even though they look correct in the Scene view).