[Updated to V1.3 - now MacOS support] FLUIDOS: a fluids simulator plugin for Daz Studio (commercial)

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Comments

  • VenerisVeneris Posts: 115

    Congratulations. I had been waiting for this, now I only need one simulator for the fire and one for physics.

  • AlbertoAlberto Posts: 1,436
    edited September 2018
    Veneris said:

    Congratulations. I had been waiting for this, now I only need one simulator for the fire and one for physics.

    Thank you!

    It's planed fire and smoke in a future version of FLUIDOS.

    Post edited by Alberto on
  • Hurdy3DHurdy3D Posts: 1,047
    Alberto said:
    Veneris said:

    Congratulations. I had been waiting for this, now I only need one simulator for the fire and one for physics.

    Thank you!

    It's planed fire and smoke in a future version of FLUIDOS.

    And raid? Or a shower? wink

  • AlbertoAlberto Posts: 1,436

     

    gerster said:

    And raid? Or a shower? wink

    A shower can be done just now. Imago's example is here:

    Imago said:

    Glad to have been helpful! wink

    For GLE, here a quick example. I used five sources here without any noticeable increase in the simulation's time. You can use more than that to obtain your shower! laugh

    Spray can be simulated enabling diffuse particles in Domain and the Mesher.

    duf
    duf
    spray.duf
    25K
    spray.jpg
    1280 x 720 - 495K
  • AlbertoAlberto Posts: 1,436
    edited September 2018

    There is attached the .duf file of spray.

    Post edited by Alberto on
  • SimonJMSimonJM Posts: 5,982

    Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene.  The first time it happened i had to cancel DS as nothing would stop the process.  Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene.  It should not be a memory issue as the computer is running at under 20% RAM usage.

    The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'.  This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again.  From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.

  • AlbertoAlberto Posts: 1,436
    SimonJM said:

    Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene.  The first time it happened i had to cancel DS as nothing would stop the process.  Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene.  It should not be a memory issue as the computer is running at under 20% RAM usage.

    The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'.  This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again.  From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.

    Set OFF the mesher to avoid reconstruction during simulation (in high resolution simulations reconstruction considerably slow down the process).

    The simulation is adaptive stepsize to get more accurate results. That is, if the velocities of fluid particles are high, the engine subdivides the frame step in substeps, thus you see more than one entry per frame. You can increase speed of simulation by increasing the CFL condition number (maybe to 10 or 20) or disabling at all the adaptive stepsize by setting CFL number to 0.0. The price of the speed is some loss of accuracy. 

     

  • SimonJMSimonJM Posts: 5,982
    Alberto said:
    SimonJM said:

    Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene.  The first time it happened i had to cancel DS as nothing would stop the process.  Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene.  It should not be a memory issue as the computer is running at under 20% RAM usage.

    The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'.  This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again.  From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.

    Set OFF the mesher to avoid reconstruction during simulation (in high resolution simulations reconstruction considerably slow down the process).

    The simulation is adaptive stepsize to get more accurate results. That is, if the velocities of fluid particles are high, the engine subdivides the frame step in substeps, thus you see more than one entry per frame. You can increase speed of simulation by increasing the CFL condition number (maybe to 10 or 20) or disabling at all the adaptive stepsize by setting CFL number to 0.0. The price of the speed is some loss of accuracy. 

     

    I really should read the documentation - so it's best practice to have the Mesher Enable option set to Off whilst running the simulation?

  • AlbertoAlberto Posts: 1,436
    SimonJM said:
    Alberto said:
    SimonJM said:

    Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene.  The first time it happened i had to cancel DS as nothing would stop the process.  Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene.  It should not be a memory issue as the computer is running at under 20% RAM usage.

    The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'.  This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again.  From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.

    Set OFF the mesher to avoid reconstruction during simulation (in high resolution simulations reconstruction considerably slow down the process).

    The simulation is adaptive stepsize to get more accurate results. That is, if the velocities of fluid particles are high, the engine subdivides the frame step in substeps, thus you see more than one entry per frame. You can increase speed of simulation by increasing the CFL condition number (maybe to 10 or 20) or disabling at all the adaptive stepsize by setting CFL number to 0.0. The price of the speed is some loss of accuracy. 

     

    I really should read the documentation - so it's best practice to have the Mesher Enable option set to Off whilst running the simulation?

    At least for high resolution, yes.

  • nekyonekyo Posts: 54

    Fluidos is a lot of fun to play with, thanks Alberto!

    The recipe PDF was very helpful to get started.

    Wave Test

  • RAMWolffRAMWolff Posts: 10,212

    WOW.. really cool!  

  • AlbertoAlberto Posts: 1,436
    nekyo said:

    Fluidos is a lot of fun to play with, thanks Alberto!

    The recipe PDF was very helpful to get started.

    I'm glad you like it!

  • Hi ould you upload more sample files to get us started 

    thanks

  • Here is what I'm getting demo file 

    Captureca.png
    765 x 480 - 149K
    Capturea.JPG
    702 x 456 - 31K
  • AlbertoAlberto Posts: 1,436
    jamesl767 said:

    Hi ould you upload more sample files to get us started 

    thanks

    Yes!

    jamesl767 said:

    Here is what I'm getting demo file 

    Is this the spray.duf?, if so, the mesher must have set ON the "Diffuse particles" property.

  • Alberto said:
    jamesl767 said:

    Hi ould you upload more sample files to get us started 

    thanks

    Yes!

    jamesl767 said:

    Here is what I'm getting demo file 

    Is this the spray.duf?, if so, the mesher must have set ON the "Diffuse particles" property.

    the spray.duf works this is Fluidos Scene 2.duf I keep getting clumping

  • ImagoImago Posts: 5,158

    Try this, it's the one linked in Alberto's signature: Scene 2

  • AlbertoAlberto Posts: 1,436
    jamesl767 said:
    Alberto said:
    jamesl767 said:

    Hi ould you upload more sample files to get us started 

    thanks

    Yes!

    jamesl767 said:

    Here is what I'm getting demo file 

    Is this the spray.duf?, if so, the mesher must have set ON the "Diffuse particles" property.

    the spray.duf works this is Fluidos Scene 2.duf I keep getting clumping

    Change the Preferred device, please, and let me know if it works.

  • Alberto said:
    jamesl767 said:
    Alberto said:
    jamesl767 said:

    Hi ould you upload more sample files to get us started 

    thanks

    Yes!

    jamesl767 said:

    Here is what I'm getting demo file 

    Is this the spray.duf?, if so, the mesher must have set ON the "Diffuse particles" property.

    the spray.duf works this is Fluidos Scene 2.duf I keep getting clumping

    Change the Preferred device, please, and let me know if it works.

    that worked! my 1080 gpu maybe the problem 

     

  • AlbertoAlberto Posts: 1,436
    edited September 2018

    This is video of a river flow simulation.

    image

    This is the setup of the river. There is a source in one extreme of river bed, and a sink in the other. A cube is used for the initial water. It was added a little value to Force X to force the water to flow. The smoothing is for avoid the staggering over the river bed. Diffuse particles are enabled. 

    Here are the Source Properties. All velocities are set to zero. The body forces will push the water.

    Here are the Sink Properties

    The cube properties:

    The terrain acts as a obstacle, thus, no changes were done, but the parenting to Domain.

    These are the properties of the first mesh, for reconstructing the water mesh.

    These are the properties of the second mesh, for reconstructing the Whitewater (Diffuse particles).

    The meshes should be enabled after concluiding the simulation process.

    The .duf file is attached. If you load it in Daz Studio, don't forget to adjust the preferred device.

     

     

    Domain.jpg
    1920 x 1019 - 293K
    Source.jpg
    1159 x 585 - 143K
    Sink.jpg
    1159 x 585 - 143K
    CubeWater.jpg
    1159 x 585 - 147K
    MesherWater.jpg
    1159 x 585 - 130K
    MesherWhitewater.jpg
    1159 x 585 - 138K
    river2.jpg
    1280 x 960 - 1M
    duf
    duf
    river.duf
    7M
    Post edited by Alberto on
  • smaker1smaker1 Posts: 281

    Hello Alvin

    having fun with Fluidos :-)

    What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good

    Thanks for you help 

  •  

    smaker1 said:

    Hello Alvin

    having fun with Fluidos :-)

    What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good

    Thanks for you help 

    You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:

    Trying to ripple.JPG
    878 x 942 - 80K
  • AlbertoAlberto Posts: 1,436

     

    smaker1 said:

    Hello Alvin

    having fun with Fluidos :-)

    What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good

    Thanks for you help 

    You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:

    Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.

  • AlbertoAlberto Posts: 1,436
    smaker1 said:

    Hello Alvin

    having fun with Fluidos :-)

    What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good

    Thanks for you help 

    Try to use the shallowest water you can (to get faster simulation). Set ON "Enable Moving Obstacles" in Domain's Main settings.

    This is the same I used in Genesis walking over snow in the second demo. Here, viscosity is disabled.

    The cell size is 2.5. You could resize the domain (and the cube), but try to not reduce the resolution. In this scene, the Grid size is 217 X 7 X 40 = 59,360 cells. Thus, any modifications should have around  60,000 or more cells.

    Here you see the Domain settings.

    Cube settings:

    If you use aniblocks, bake them so the plugin can recognize the keyframes.

    The .duf file with the Domain and the cube water is attached.

    wtercube.jpg
    1196 x 680 - 141K
    walking.jpg
    1917 x 1016 - 264K
    duf
    duf
    shallowWater.duf
    11K
  • smaker1smaker1 Posts: 281

    Many Thanks Alvin !

    This look very promissing. I'm gonna study this tomorow (too late for me right now!)

    Fluidos open plenty of new possibilities. Congratulations!!!

    Thanks again for the support

     

  • Richard HaseltineRichard Haseltine Posts: 100,961
    edited September 2018
    Alberto said:

     

    smaker1 said:

    Hello Alvin

    having fun with Fluidos :-)

    What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good

    Thanks for you help 

    You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:

    Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.

    Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.

    https://www.dropbox.com/s/602w7h1cc3yfqya/Fluidos ripple test.avi?dl=0
    https://www.dropbox.com/s/y4h890dl1wvrew3/Fluidos Ripple Test II.avi?dl=0

    Post edited by Richard Haseltine on
  • AlbertoAlberto Posts: 1,436
    Alberto said:

     

    smaker1 said:

    Hello Alvin

    having fun with Fluidos :-)

    What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good

    Thanks for you help 

    You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:

    Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.

    Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.

    Could I see the settings, please?

  • AlbertoAlberto Posts: 1,436
    edited September 2018
    Alberto said:

     

    smaker1 said:

    Hello Alvin

    having fun with Fluidos :-)

    What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good

    Thanks for you help 

    You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:

    Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.

    Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.

    https://www.dropbox.com/s/602w7h1cc3yfqya/Fluidos ripple test.avi?dl=0
    https://www.dropbox.com/s/y4h890dl1wvrew3/Fluidos Ripple Test II.avi?dl=0

    Oh, the cube is hiding the mesher.  Set Visible to OFF. I think this is the reason of the dead flat. You don't need to run again the simulation.

    Any mesh supposed to be fluid mass must be invisible for rendering.

    Post edited by Alberto on
  • Alberto said:
    Alberto said:

     

    smaker1 said:

    Hello Alvin

    having fun with Fluidos :-)

    What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good

    Thanks for you help 

    You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:

    Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.

    Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.

    https://www.dropbox.com/s/602w7h1cc3yfqya/Fluidos ripple test.avi?dl=0
    https://www.dropbox.com/s/y4h890dl1wvrew3/Fluidos Ripple Test II.avi?dl=0

    Oh, the cube is hiding the mesher.  Set Visible to OFF. I think this is the reason of the dead flat. You don't need to run again the simulation.

    Any mesh supposed to be fluid mass must be invisible for rendering.

    Ah, that was it yes - thank you.

  • AlbertoAlberto Posts: 1,436
    smaker1 said:

    Many Thanks Alvin !

    This look very promissing. I'm gonna study this tomorow (too late for me right now!)

    Fluidos open plenty of new possibilities. Congratulations!!!

    Thanks again for the support

     

     

    Ah, that was it yes - thank you.

    You're welcome!

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