Setting Up Liquid Physics Using PhysBones In Unity
This one is for those who prefer not to deal with shaders.
A few days ago, we featured a clever liquid effect by Andrian1GB, made in Blender using shaders instead of fluid simulation, a trick popularized by Half-Life: Alyx. It's a cool approach, but understandably, not everyone wants to get into shaders. As an alternative, 3D Artist Vully demonstrated a nice setup for a bubble tea using PhysBones.
"Only the top plane of the liquid mesh is weighted to a bone, and the root of that bone is at the same height as the plane – that way, with an angle limit applied, the liquid can freely wiggle around without breaking completely", commented Vully.
Here's a closer look below. VRChat SDK's PhysBones are designed for elements like hair, clothing, tails, ears, and more, allowing these features to respond naturally to movement, gravity, and collisions.
This is another PhysBones use case we've shared on 80 Level before:
Are you using Blender and Unity in your work? We've recently featured plenty of tools for your collection, including Tire Rig Generator, Sketch2Pose, Light Painter, fantasy hut generator, WrapKit, and Self-Balancing Active Ragdoll System.
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