Fluidos. Show me the honey! (A thread for all things liquid.)

135

Comments

  • NathNath Posts: 2,856

    After eight hours of rendering (though setting it up went quickly), here's a rather wet corner of Stonemason's Gothic Ruins:

     

  • IvyIvy Posts: 7,165
    edited September 2018

    @ Nath

    that looks pretty amazing  But wow thats a long time 8 hours to render 3seconds of animation at 360dpi .  wonder what took it so long.

    Post edited by Ivy on
  • NathNath Posts: 2,856
    Ivy said:

    @ Nath

    that looks pretty amazing  But wow thats a long time 8 hours to render 3seconds of animation at 360dpi .  wonder what took it so long.

    I was running it at high resolution to see what that looked like... There's a lesson there for next weekend laugh

  • nicsttnicstt Posts: 11,715

    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.

    Make it larger, then scale it down to fit.

  • IvyIvy Posts: 7,165
    edited September 2018

    I was able to render 58 seconds worth of different fluidos scene test at high resolution in 1080 HD , it took me about 2 hours . I just found it interesting yours took so long render, that is why i aksed.

    Post edited by Ivy on
  • IvyIvy Posts: 7,165

    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.

    those drops kind of look like they are hovering in place. did you have the viscosity turned on?

  • NathNath Posts: 2,856
    edited September 2018
    Ivy said:

    I was able to render 58 seconds worth of different fluidos scene test at high resolution in 1080 HD , it took me about 2 hours . I just found it interesting yours took so long render, that is why i aksed.

    I just put the render beast away for the week, so I can't check what slowed me down so much. But clearly, I need to work on optimisation wink

    Oh, and those are some very nice scenes!

    Post edited by Nath on
  • IvyIvy Posts: 7,165

    Its all good Nath.  like i said it look pretty amazing :)

  • kyoto kidkyoto kid Posts: 41,260
    Artini said:
    kyoto kid said:
    Artini said:

    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.

    image

    ..what are your system specs that allow you to get such a sim done in 6 minutes?

    Hi, Win 7 Pro, i7-3770K @ 3.5 GHz, 32 GB RAM, GTX 1080.

     

    ...Win 7 Home, i7 930 (4/8) @ 2.8 GHz 12 GB DDR3 1333, GTX 460 (1 GB) here for now..

  • Ivy said:

    I was able to render 58 seconds worth of different fluidos scene test at high resolution in 1080 HD , it took me about 2 hours . I just found it interesting yours took so long render, that is why i aksed.

    Some very impressive work there.  Very nice.

  • Ivy said:

    those drops kind of look like they are hovering in place. did you have the viscosity turned on?

    No, didn't touch it.  They are moving, but I think they appear to not be moving because of the frame rate.  Just playing / experimenting anyway and having a lot of fun doing so.  I'll come back to it another time and try to fix it.

  • DiomedeDiomede Posts: 15,225

    Great work everyone, with a special shout out to Ivy.  I haven't contributed much yet, but should have something to post in the next few days. 

    Well, I was a bit ambitious with my first trial within Studio.  Oh no, I couldn't just do my first Studio scene according to the manual.  That would make too much sense.  I had to add a complex mesh and all sorts of extra collider objects.  The simulation worked OK, but for the water I used a single sphere (fluid mass) instead of a continuous faucet (fluid source). It was a complex scene.  It took 1hr 20m to calculate.   Unfortunately, for this first test with the sphere/water, there is more splatter and less flow than I want to share.  I will change to a fluid source, recalculate, and post the results.

     

    PREVIEW:  I created a terrain mesh with a river, waterfall, pool, and further river.  Ivy posted a waterfall in the commercial thread.  Like I said, it worked, but my current example has too much splatter.  Confident it will be solved when I use a fluid source.  If you create a terrain mesh, make sure you enclose the bottom so that it is a solid object.

     

    This plugin is awesome!

    tt11 edited waterfall for steepness.JPG
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    tt27 insert my errain but too big.JPG
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  • KitsumoKitsumo Posts: 1,216
    edited September 2018

    I finally finished a scene with Fluidos. This plugin is definitely awesome. Great renders so far, everybody. I can't wait to see more.

    restaurant wine opening accident

    Post edited by Kitsumo on
  • PaintboxPaintbox Posts: 1,633
    Kitsumo said:

    I finally finished a scene with Fluidos. This plugin is definitely awesome. Great renders so far, everybody. I can't wait to see more.

    restaurant wine opening accident

    Awesome render and poor fishies...

  • KitsumoKitsumo Posts: 1,216
    Paintbox said:
    Kitsumo said:

    I finally finished a scene with Fluidos. This plugin is definitely awesome. Great renders so far, everybody. I can't wait to see more.

    Awesome render and poor fishies...

    Thanks. The hardest part was framing it showing all the important stuff. You can barely see the wine bottle he's holding and the cork on the floor by the fishtank. And now that I've had some sleep, I see some errors to fix. I was either going to render this or kids playing in front of an open fire hydrant on a hot day, and this scene seemed easier.

  • DiomedeDiomede Posts: 15,225

    @Kitsumo - wonderful render and demonstration,  Thanks for posting it.  I can’t wait to see more.  

     

    I have the calculation going for my terrain test.  It is really more of a concept test than a final render.  Don’t really plan to use realistic textures or high quality render settings.  Hope that is OK.  It is taking a long time to calculate, probably because I significantly increased the size of the fluid domain cube and set to 60 frames.  But it may be because of the mesh density of the terrain.  Will take more experiments to find out for sure.

  • DiomedeDiomede Posts: 15,225
    edited September 2018

    Hmmm - my terrain project is still working in concept, but not in detail.  I won't waste everyone's time with the full animation, just some screenshots. The fluid came out of the fluidos source/sink in the absolute Z direction instead of the direction of the Z face of the fluid source/sink after I rotated it to face downstream (a diagonal).  I will need to experiment more with that to see why.  Anyone know?.  That resulted in the fluid hitting the side of the river bank at start instead of heading down the carved out stream bed.  Other than that starting glitch, the simulation was working as I intended.  If the fluids that splashed against the bank landed in the stream channel then they headed down toward the waterfall. Unfortunately, quite a few splashed up and over the stream bank and so headed for the hill side instead of my intended waterfall.

    -

    The attached screenshots show the issue with the initial sink direction.  I had put 100 in velocity for the z direction for the sink.  I had thought this wold start the flow out of the z face of the sink, which could be rotated.  Apparently, that is not the way.

    bb screenshot start.JPG
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    bb screenshot water in z not in rotation.JPG
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    bb screenshot 3 see splash over banks.JPG
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    bb screenshot 4 see waterfall sort f working.JPG
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    bb sreenshot 5 filling basin.JPG
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    Post edited by Diomede on
  • Specify the x and z speeds as if defining a vector path for the water - that seems to work on a quick test, setting both to 71 instead of one to 100 and one to 0.

  • kyoto kidkyoto kid Posts: 41,260
    Kitsumo said:

    I finally finished a scene with Fluidos. This plugin is definitely awesome. Great renders so far, everybody. I can't wait to see more.

    restaurant wine opening accident

    ..."oopsie!".

    Even with barely being able to see the cork or reading your description I had a good idea of what happened.

  • smaker1smaker1 Posts: 281

    Hello

    sorry but don't know where to look: I have the error message: "can't load fluidsim.dll at L:.../libs/fluidsim.dll" but the file is there in the correct folder. 

    I installed tried with DIM in a temporary folder, with DIM directly in DS4 folder, a manual install with copying the files. No Luck :-(!

    Thanks for your help,  

  • DiomedeDiomede Posts: 15,225

    Specify the x and z speeds as if defining a vector path for the water - that seems to work on a quick test, setting both to 71 instead of one to 100 and one to 0.

    Thanks, Richard.  I think I better scale back my initial efforts until I get better control of the parameters and tools. 

    .

    At least I can report that the terrain object that I made is working correctly as a fluidos obstacle/container.

     

  • KitsumoKitsumo Posts: 1,216
    Diomede said:

    @Kitsumo - wonderful render and demonstration,  Thanks for posting it.  I can’t wait to see more.  

     

    I have the calculation going for my terrain test.  It is really more of a concept test than a final render.  Don’t really plan to use realistic textures or high quality render settings.  Hope that is OK.  It is taking a long time to calculate, probably because I significantly increased the size of the fluid domain cube and set to 60 frames.  But it may be because of the mesh density of the terrain.  Will take more experiments to find out for sure.

    No problem. Take your time. The more time you spend planning, the less time you'll spend rerunning simulations that went wrong. My biggest problem with it is you can't see the simulation while it's running, but it's better than nothing of course.

  • KitsumoKitsumo Posts: 1,216

    Here's a new render with some corrections. I don't know how I missed people clipping through plates and tables.

    restaurant water simulation

  • DiomedeDiomede Posts: 15,225

    @smaker1 - I’ve seen some installation help and issues resolved in the commercial thread. Might see there if something similar is yours. 

    https://www.daz3d.com/forums/discussion/273541/released-fluidos-a-fluids-simulator-plugin-for-daz-studio-commercial/p1

  • AlbertoAlberto Posts: 1,442
    smaker1 said:

    Hello

    sorry but don't know where to look: I have the error message: "can't load fluidsim.dll at L:.../libs/fluidsim.dll" but the file is there in the correct folder. 

    I installed tried with DIM in a temporary folder, with DIM directly in DS4 folder, a manual install with copying the files. No Luck :-(!

    Thanks for your help,  

    This message could appears when:

  • smaker1smaker1 Posts: 281
    Alberto said:
    smaker1 said:

    Hello

    sorry but don't know where to look: I have the error message: "can't load fluidsim.dll at L:.../libs/fluidsim.dll" but the file is there in the correct folder. 

    I installed tried with DIM in a temporary folder, with DIM directly in DS4 folder, a manual install with copying the files. No Luck :-(!

    Thanks for your help,  

    This message could appears when:

    Thanks for support

    I've updated my videocard drives recently and saw the C++2017 installation process during dim install.

    I'll check again this evening

     

  • smaker1smaker1 Posts: 281
    smaker1 said:
    Alberto said:
    smaker1 said:

    Hello

    sorry but don't know where to look: I have the error message: "can't load fluidsim.dll at L:.../libs/fluidsim.dll" but the file is there in the correct folder. 

    I installed tried with DIM in a temporary folder, with DIM directly in DS4 folder, a manual install with copying the files. No Luck :-(!

    Thanks for your help,  

    This message could appears when:

    Thanks for support

    I've updated my videocard drives recently and saw the C++2017 installation process during dim install.

    I'll check again this evening

     

    It was an opencl trouble. It seems that my last update wasn't complete. I made a new reinstal and now it works. .

    Thanks for your support!

  • I just can't make it work with human figures, like tears or water splashing on face.... Shame, I feel like I wasted money

  • DiomedeDiomede Posts: 15,225
    v1si0n4ry said:

    I just can't make it work with human figures, like tears or water splashing on face.... Shame, I feel like I wasted money

     

    I've seen several examples of human figures being used as Fluidos Obstacles.  What settings are you using?  The following are from the PA Commercial forum.  In theory, as long as the human figure works as an obstacle, then getting a splash on the face or tears should be a matter of finding the correct settings.

    .

    .

     

  • HavosHavos Posts: 5,404
    edited September 2018

    I have done some testing using different cell sizes, to see how much it varies the look and simulation time.

    As a test I simulated a simple scene with a source of water pouring onto a cube and cascading off the edge. No sink is included, so the water accumulates inside the Fluidos domain.

    I tested 3 sizes. 2.5 (the default Fluidos loads with), 1.5 and 0.5. The simulation times for a 120 frame video were:

    Cell Size 2.5:  43 seconds

    Cell Size 1.5: 4 minutes 26 seconds

    Cell Size: 0.5 5 hours 26 minutes!

    As you can see the time needed for the best quality simulation was pretty heavy. However in my opinion it looks far better, and the only sim where the water looks like water, rather than frozen ice. This was run using GPU mode, but the reality is Fluidos only uses the GPU for a part of the work, and it also only uses 1 thread for the CPU work, so likely as not most people's PC's would get a similar time as me for the same work. The three full videos are attached if anyone wants to watch them. Only 4 seconds, but enough to appreciate how the water flows for each cell size. 

    Here are the links to download the videos

    https://www.dropbox.com/s/a8jnrl8rygld1wa/Pour-CellSize0.5.mp4?dl=0
    https://www.dropbox.com/s/va57a7eohhbg3og/Pour-CellSize1.5.mp4?dl=0
    https://www.dropbox.com/s/ak9e0uz2lc1mljb/Pour-CellSize2.5.mp4?dl=0

     

    Water Pour - Frame 14.jpg
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    Water Pour - Frame 45.jpg
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    Post edited by Havos on
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