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Comments
the fluid in this video I quickly whipped up was FLUIDOSII
the rest sadly is not even Carrara including the Hitfilm fire,
it was just a quickie as it's rather warm here downunder
my poor graphics card was running hot using Octane and Twinmotion
I did notice it creates VDB files I could probably add them to an Octane volumetric sequence and do a cloudy smokey version in that!
too hot to experiment now.
I know FLUIDOSII does the fire and smokes too but again too warm PC needs to stay off now.
New Try Alvin,
for Liquid example+Viscosity = OK it's good
Viscosity example = No crash, but nothing happens :-(
Mayby I may have done something wrong ?
According to the log file, the simulation is OK. Check if the input folder in the Viewer is the same that the output folder in the Domain: https://www.daz3d.com/forums/discussion/comment/5205486/#Comment_5205486
Reset the Viewer by disabling and reenabling. If you redo a new simulation adding more frames when Viewer is enabled, then it won't aware of the new frames (the previous crashed simulations didn't produce any frame, so the Viewer still thinks there isn't any frame)
It's good alvin
I started over from the beginning starting from a blank sample file and an empty folder and everything works fine.
At this hour, I will go to bed and I will probably start again tomorrow ... still lots of things to test with your software which is a little complex to handle, but so fascinating! :-)
Good night
The plugin can read the old Fluidos scenes. It could need some minor tweakings, the more relevant fact is that all the forces are assumed to be in m/s² units.
Don't worry, your learning speed is pretty fast!
...and I remember it being really nice to work with. Thanks again!
It's incredible what can be done with it.
Word of warning about any type of high-end tech like this - try not to attempt to create huge scenes where eveything has to happen here and now throughout the entire world. This will drain your resources, cause crashes, or other forms that lead to frustration. I've learned from filmmakers that we just want to focus on one part of one scene at any one time. Creating one or two seconds that look Really good is key, then move on to another few seconds from a different angle doing something a little different. Besides, viewing from any single camera angle for more than a few seconds is boring. There are exceptions, of course... like documentaries, for example.
Thanks for the generous gift of FLUIDOS II. I haven't had the chance to try it out yet, but I did download it.
Will you be updating the main download on your sharecg site to contain the updated "libfluidsimII.dylib" file? Or will we still need to download and replace that file manually?
Thanks!
I will update the package in sharecg in a couple of days (I just want to be sure there are no more crashes).
You're welcome!
just had a play, wow with a capital double you!
manual is super clear :)
Thank you very much. Happy Holidays
It's a great development. Wonderful.. Thanks..!
Now, the next step is Rayfire. We have to beat 3D MAX.
Alberto!
You did it again!!! What a beautiful update to an already impressive plug-in for Carrara 8.5. Saying "Thanks!" just doesn't seem quite adequate - I simply had to come out of retirement to give it a go and the mesh smoothing factor is such a welcomed asset - I LOVE IT!!!!!
Below are six frames taken from a short animation of two separate liquids with different viscosity settings, which I believe highlight the truly amazing meshes that Fluidos II produces.
To get the upper-most liquids to interact with the lower one relies on the first liquid being animated first (FD1) then the resultant meshes used as a liquid in the second simulation (FD1-Result). I don't know if it's possible to 'nest' fluid domains and have the liquids (with different viscosities) interact real-time? That would be amazing!
Attached is a screen shot of the scene setup...
That's Awesome FENgari!!!
+1
Thanks boys (Dart, Dio),
It was just a 'quickie' as I don't have time these days looking after a 90-year old, dementee who's bed-bound (that's probably too much personal info!)
I'm wondering if boiling water could be done with an added particle emittor ..?
If anyone could figure out how to do it... you can!
If it isn't easily done within a single render, I'm sure we could make elements to merge in post.
Hello,
Happy New Year everyone :-)
I take small steps on the use of this app (very, very, small steps)
I wanted to fill a container with liquid. But I can't fill it. Even if I extend the duration or increase the Z speed, there is still only a little liquid in the bottom of my pot.
Did I forget something?
Should we add a force? But how do you use it?
Is it because my pot is too big?
(with a small pot the liquid escapes, even with another large skin on an invisible pot in addition)
I looked for tutorials step by step, but nothing exists on this subject.
No source files either, which could have guided me.
I wanted to make a nice little animation to wish the new year to my beekeeping friends, but at this rate I will not finish until 2021 !! ;-)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
hello,
bonne année à tous :-)
J'avance à petit pas sur l'utilisation de ce soft (à très ,très, petits pas)
Je voulais remplir un récipient de liquide. Mais je ne parviens pas à le remplir. Même si j'allonge la durée ou si j'augmente la vitesse Z, il n'y a toujours qu'un peu de liquide dans le fond de mon pot.
Est-ce que j'ai oublié quelque-chose ?
Faut-il rajouter une force ? Mais comment l'utiliser ?
Est-ce que c'est parce que mon pot est trop grand ?
(avec un petit pot le liquide s'échappe, même avec une autre peau large sur un pot invisible en plus)
J'ai cherché des tuto étape par étape, mais rien n'existe sur ce sujet.
Pas de fichiers source non plus, qui auraient pu m'orienter.
Je voulais faire une petite animation sympa pour souhaiter la nouvelle année à mes amis apiculteurs, mais à ce rythme je n'aurai fini qu'en 2021 !! ;-)
Hi!
Unfortunately Fluidos run only one Domain simulation at a time. Two fluids will need a two-phase simulation, unsupported by Fluidos (at least by now).
Unfortunately, Fluidos only can work with a freezed particle emitter simulation.
Hi!
You're simulation is OK. The occupied cells is increasing at each simulation step (Num Fluid Cells: in log). Certainly, the level is increasing slowly, but take into account that the source is small, the time is short (7.5 seconds) and you enabled the viscosity to simulate the honey. The more viscosity the slower is the fluid.
I like the spirit!
But I don't know if I could implement everything I wanted to.
Reading through the manual is simply Awesome! Once again, I haven't been getting play time. Grndkids can't babysit themselves and besides, I just can't seem to get enough of those little buggers!
All things in time - and I am still making progress - so Happy there. Reading this wonderful manual will get me up and running with this thing.
Wow! Massive undertaking for Fluidos II, eh? Really exciting!
thinkim bout trying fluidos with the sandy bay village
https://www.daz3d.com/sandy-bay-seaside-village
Fluidos II to be tested.
I just installed Fluidos II on my new computer. Before trying some Hollywood epic like a dam breaking and flooding a village (bwahahahahaha), I thought I would try a multilevel fountain suitable for a town square.
Here is the fountain.
Update with fluids on schedule for tomorrow.
looking forward to this one - and Mysty's as well :)
nice looking fountain btw
Doing Something Wrong - Please help.
I'm not getting a simulation over multiple frames, just a static end result (which has a leak). I made a vertex object composed of three meshes. There are water meshes for the base of the fountain, the mid ledge around the statue feet, and a sphere inside the jug. I created a Fluidos domain and parented the water object, the fountain, and the statue. I used the effects tab to designate the water object as fluid and the fountain and statue as solid. I didn't see a FluidosS option under the menu for the second domain so I chose Fluid Viewer. I turn off visibility of the original water object. When I render the simulation, no movement, just what looks like a completed simulaiton.
I am attaching screenshots of each step. The screenshots are numbered. The name of the screenshot file describes what I was doing at that step.
Start - the water object is red. Setup intended to result in water spilling out of jug and water sloshing in the base and by the feet.
Setup
.
Result after running simulation
Still not getting a multiframe simulation
BUT - I have discovered problem #1 - my fountain and statue are not closed objects. The jug is. Will fix solids and try again.
Some Progress - But Not There Yet
In this test, I can see the simulation by advancing the completion slider. But its not linked to the sequencer or renderer. Also, it doesn't fit the set. I made sure that the original Fluidos domain and the Fluidos viewer domain were in the same location and the same dimensions. Both were set at dimension scale 20x, 20y, 20z, and at coordinates 0x, 0y, 0z. In the completion slider, the calculated fluid is a larger scale and different location from the original.
But - you can hopefully see that the water in the base of the fountain did well and the water from the jug did well. I will have to see if I missed a hole in the pedastal.
How do I...
- make sure the original fluid domain and the fluid viewer domain are aligned other than matching scale dimensions and x,y,z coordinates?
- get the compeltion percentage in the viewer to advance with the sequencer for animation?
attached are the completion percentage at 15 percent increments