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© 2025 Daz Productions Inc. All Rights Reserved.
Comments
The biggest advantage for me, is that simulations are done inside Daz Studio, so one can easily use Daz assets with them.
I will not probably use it for making animations, but mostly for static renders, though.
Apple's hardware prices and the relatively low numbers of Mac users prevent many developers from investing in Mac computers. Not to mention Apple's software restrictions and test requirements.
he said he will try to work on a Mac version though
but if one does not use Mac it is quite a bit of extra work I imagine
This thread was set up to showcase the output from Fluidos, there is already a thread for discussion.
Good functionality inside DazStudio. Delivers expected results quickly and efficiently. Tutorial is straightforward on what's required for setup. Since I've used blender fluids before so already had basics down. Going to get good use out of it. Its important to support PAs that introduce new inventive products.
You're unlikely to ever see cloth or fluid (or dynamic hair simulations either for that matter) that don't also involve a timeline/animation. It's the nature of particle physics on the computer.
Laurie
I can explain ,
Daz studio has no native option to import a baked /cached & animated fluid simulation from external generators Like Blender,Houdini or Realflow.
Of course there was always an option to export one static Frame or mesh from those other apps and spend time figuring out the scale to import a .obj file into Daz studio for one frame for simple scenes with no other Daz studio content interaction.
Just as I have done for the attached image with Realflow.
However this assumes that Daz studio users like Ivy Summers
who only renders ANIMATED FILMS, do not exist
and will only ever need one captured frame from
Blender,Houdini or Realflow.
So indeed if you are a Blender user who never renders animations then ..No this new Daz plugin offers Zero Advantage for you.
Frozen in Time
I like this plugin very much. The included test scenes was simulated: the first - under 6 minutes, the second - around 2 minutes.
The resulted mesh takes well iray shaders, so I am very happy.
This ^
Yeh, I've always heard animations are painful to import from Blender. I can't imagine switching to Blender unless I just had tons of time on my hands and wanted to learn it. Even then, I'd probably miss plenty of things about Daz, including the store itself. I too am hoping fluidos gets lots of customers, maybe enough that it inspires Alberto (or another PA) to tackle fracturing [1] too! Native plugins to Daz are sooo much better than trudging through import/export headaches.
[1]
It's a fair question to ask whether one product is faster/easier than another product, without it being an indictment of either.
For example, even if Fluidos isn't as capable in some way than Blender fluid simulation, there is ultimately a personal workflow decision on how easy one is vs. the other.
Like, for me, I really can't deal with Blender, so there'd have to be a HUGE difference for me to consider choosing Blender over Fluidos. But comparison information is still useful.
Agreed! Looking forward to seeing what creative DAZ users come up with for this cool new plugin.
I dunno Blender . But Daz Studio with fluidos I can do :)
Super easy to use, and you don;t need a monster PC to use it :) More plugins like this please :)
click to play
..yeah, I realise that.
Someday I may finally join the "modern world" and actually have more "up to date" hardware, provided my income improves. On my old legacy tech such sims take forever and are prone to crashing, The last motion blur I did (only 5 frames in 3DL with UE) took sixteen and a half hours to render (Daz Iray still doesn't have proper motion blur).
..what are your system specs that allow you to get such a sim done in 6 minutes?
Just to make sure it's clear to anyone else reading this, you can still render a single frame with something that was simultated for fluidos or dforce. The animation setup is just there for the simulation. The motion blur I believe you are referring to uses multiple frames to create the render as far as I understand, but this doesn't require multiple frames so render time shouldn't really be impacted beyond the complexity of the shaders you are using.
..I still need to run the sim though. Not up on all aspects of animation as I just don't have the power to work with it. I also heard that running dForce on older systems (such as mine) takes up a lot of resources and thus can be crash prone. Keep in mind that other than for CPU rendering, Daz only uses a single CPU core for all other operations.
well if it is like the Carrara one you can either export an obj or convert the ply bakefiles in Meshlab to obj
If you do your renders inside Blender, then choosing FLUIDOS is not a good idea, of course. But, for those who render inside Daz Studio, Blender fluid simulators are not the best option. Besides the complications of exporting and importing scenes, you cannot import their whitewater particles in Daz Studio.
By the way, the current Blender fluid simulator (called Elbeem) have not a whitewater option. And Mantaflow, although is good, is in 0.12 v, still unstable (and the documentation is poor). For Blender users, the better choice, in my opinion, is FLIP Fluids by Ryan L. Guy.
Here's my first test.
Here's my first test that worked:
I added the bold in the quote above. You are absolutely right. I've been sitting on the fence over whether to buy this and your comment has helped me to make up my mind. The more functionality that PAs can add to Daz Studio, the more versatile it becomes and the more we all benefit. I would imagine that this took a lot of research and work to create, and by supporting PAs that create stuff like this, we can make it more worthwhile and more likely that they will continue to create innovative content. Putting this in the basket now.
I'd love to do that, as soon as I see a Mac version it will be in my product library;)
Hi, Win 7 Pro, i7-3770K @ 3.5 GHz, 32 GB RAM, GTX 1080.
I bought Fluidos and then discovered an immediate obstacle - apparently you can't just download and install it, you have to use DIM, which not everyone does. After wasting some time looking for the installers, I finally relented and downloaded and installed DIM, then finally got Fluidos installed and working. After that minor annoyance, I have to say - "Wow!" This is an amazing plugin, with a lot of possibilities.
After a few practise runs, I rendered an animation (first time for me in Daz Studio), and then rendered a couple of stills at better quality.
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Looking good @dimreaper !
Thank you! I'm trying to get a stream of water running from a tap into a sink right now, but I'm struggling with it. Had to go back to running some simple simulations to test a few things. Overall though, seems to be a great product.
Latest attempt at this an still not quite there. Getting the stream of water thin enough to look like it's coming from the tap seems to cause problems with the flow. A lot more playing is needed. But, I am pleased with effect of the water in the sink.
Try setting the velocity negative Y
Thanks for the tip, but that is what I tried too. I had a Y of -100. The size of the source was only 0.5, so that may have had an effect, or it may be colliding with the tap itself - I need to experiment with the placing. I wonder if the small size of the source requires a higher "pressure" with the Y direction?