Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
After eight hours of rendering (though setting it up went quickly), here's a rather wet corner of Stonemason's Gothic Ruins:
@ 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
Make it larger, then scale it down to fit.
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.
those drops kind of look like they are hovering in place. did you have the viscosity turned on?
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
Oh, and those are some very nice scenes!
Its all good Nath. like i said it look pretty amazing :)
...Win 7 Home, i7 930 (4/8) @ 2.8 GHz 12 GB DDR3 1333, GTX 460 (1 GB) here for now..
Some very impressive work there. Very nice.
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.
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!
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.
@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.
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.
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.
..."oopsie!".
Even with barely being able to see the cork or reading your description I had a good idea of what happened.
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,
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.
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.
Here's a new render with some corrections. I don't know how I missed people clipping through plates and tables.
@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
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
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.
.
.
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