Hi @hagen.deloss
So sorry for the late reply. I was extremely busy with the same project. Regarding your advice in the previous message, I did try to decrease the Master Voxel Size for a less blob-like structure. It does help with avoiding blob-like structure but the size increases dramatically. Adjusting everything, I could achieve a size of 12.5 Mb Cache Size for the above water animation but I wanted a 2 Mb max cache size because I am making a mobile game.
I have used the mentioned Unity asset "Obi Fluid". It has very realistic fluids and it is good overall in terms of quality. The problem with these kind of simulations is that every physics calculation is rendered in real time. Therefore, it takes a huge amount of computation time. The only phones capable of running the same animation in "Obi Fluid" that I made in Bifrost, were running on the latest versions of Andriod (8.0 and above), even that with considerable lag. Another problem with this asset is that it not as extensive as Bifrost. With this asset, I can only adjust the Time Steps to a maximum of something around 3. Even if we do not consider the fact that all physics calculations that come with increased "Time Steps" will be done in real time, even this is not a big number. In Bifrost, I used a Time Steps value of "30,000" to achieve a result where no liquid leaks out of the object.
If you have any other solutions, I would love to try more options. Currently, I am thinking of the Unity Particle System, to create something like a fluid of my own.
Please give me your review of my idea or any else ideas you have. I would try my best to respond swiftly.
Thankyou so much
Regards