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

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Comments

  • Alberto said:
    JDeerTay said:

    I have seen a few people reference videos, but I am not finding a solid Fluidos tutorial video. Is there one?

    I am fairly new with more advanced features of this, but I am trying to understand how to have the fluid interact with my character and structures. Right now the water simply falls through the character and floor. 

    There are two video tutorials in your Daz library, at "/General/Alvin Bémar/FLUIDOS for Daz Studio/"

    About obstacles (character, floor, etc.):

    1. They must be closed meshes (characters are generally OK).
    2. The obstacles must be parented to the Fluidos Domain.
    3. Cell size should be small enough for the plugin can capture the obstacle or its the details (e.g. limbs). 

     

     

    Man I feel like a dummy. Thanks so much!

  • ImagoImago Posts: 5,162
    JDeerTay said:
    Alberto said:
    JDeerTay said:

    I have seen a few people reference videos, but I am not finding a solid Fluidos tutorial video. Is there one?

    I am fairly new with more advanced features of this, but I am trying to understand how to have the fluid interact with my character and structures. Right now the water simply falls through the character and floor. 

    There are two video tutorials in your Daz library, at "/General/Alvin Bémar/FLUIDOS for Daz Studio/"

    About obstacles (character, floor, etc.):

    1. They must be closed meshes (characters are generally OK).
    2. The obstacles must be parented to the Fluidos Domain.
    3. Cell size should be small enough for the plugin can capture the obstacle or its the details (e.g. limbs). 

     

     

    Man I feel like a dummy. Thanks so much!

    Only stupid people doesn't ask questions... But some times read the manual helps a lot! cheeky

    Ask whenever you want! wink

  • surodysurody Posts: 261
    Imago said:

    Here I am to help you, Surody! wink

    Alberto is right, but just those adjustements won't suffice for a nice, narrow jet.

    Here's what you have to do:

    Create a Domain and a Source. In the Source parameters enable "Is Cuboid" and make all three sizes like 0.050 or less. Set your preferred velocity as you please but use only one direction. Since the source is going to be very small, I suggest you to create a "Placeholder" using a plane and parenting the source to it (Not the opposite!), this way you can see where it is and reposition it.

    Now, in the domain set the Cell Size to 0.50 (Lower parameters will take way longer calculation times), Subdivision 2,  Marker Particle Scale 3 (you can play a bit with that to change results), Surface Smoothing Value 1, Smoothing interation 10 to 15 (depends on how much you want the drops to be one single stream) CFL Condition 2 and PIC/FLIP Ratio 1.

    These are the basic settings for a narrow, unbroken single stream of water. No need to use doubled FPS, these will work fine with 30 FPS! wink

    If you make 10 or 15 identical Sources and position them in the right array, you can make a really nice shower. You can also make a water-pistol spray adding the Diffuse particles.

    One thing to keep in mind is that the drops will look "crazy" once they lay on a static surface like the bottom of the domain on a horizontal obstacle. To mitigate it (if you need) it's necessary to increase Subdivision level at cost of longer calculations. A solution for showering scenes is to create a very flat cube on the bottom of the domain, make it Fluid Mass and add a small Sink (matching incoming fluid amount) on the side to cancel the crazy drops and also have the effect of the water dripping on the wet surface.

    Starting from these base values, it's enough increase the size of the source to have a thicker flow, for example a bottle or a kettle pouring fluid.

    Works perfectly, thank you alot! I improved little bit on your idea with the placeholder and used a null object.

     

    water_jet.png
    1375 x 861 - 39K
  • ImagoImago Posts: 5,162
    edited October 2018
    surody said:
    Imago said:

    Here I am to help you, Surody! wink

    Alberto is right, but just those adjustements won't suffice for a nice, narrow jet.

    Here's what you have to do:

    Create a Domain and a Source. In the Source parameters enable "Is Cuboid" and make all three sizes like 0.050 or less. Set your preferred velocity as you please but use only one direction. Since the source is going to be very small, I suggest you to create a "Placeholder" using a plane and parenting the source to it (Not the opposite!), this way you can see where it is and reposition it.

    Now, in the domain set the Cell Size to 0.50 (Lower parameters will take way longer calculation times), Subdivision 2,  Marker Particle Scale 3 (you can play a bit with that to change results), Surface Smoothing Value 1, Smoothing interation 10 to 15 (depends on how much you want the drops to be one single stream) CFL Condition 2 and PIC/FLIP Ratio 1.

    These are the basic settings for a narrow, unbroken single stream of water. No need to use doubled FPS, these will work fine with 30 FPS! wink

    If you make 10 or 15 identical Sources and position them in the right array, you can make a really nice shower. You can also make a water-pistol spray adding the Diffuse particles.

    One thing to keep in mind is that the drops will look "crazy" once they lay on a static surface like the bottom of the domain on a horizontal obstacle. To mitigate it (if you need) it's necessary to increase Subdivision level at cost of longer calculations. A solution for showering scenes is to create a very flat cube on the bottom of the domain, make it Fluid Mass and add a small Sink (matching incoming fluid amount) on the side to cancel the crazy drops and also have the effect of the water dripping on the wet surface.

    Starting from these base values, it's enough increase the size of the source to have a thicker flow, for example a bottle or a kettle pouring fluid.

    Works perfectly, thank you alot! I improved little bit on your idea with the placeholder and used a null object.

     

    yes Nice!

    Forgot to tell you that those values let you use up to Velocity 300.

    Post edited by Imago on
  • Imago said:
    surody said:
    Imago said:

    Here I am to help you, Surody! wink

    Alberto is right, but just those adjustements won't suffice for a nice, narrow jet.

    Here's what you have to do:

    Create a Domain and a Source. In the Source parameters enable "Is Cuboid" and make all three sizes like 0.050 or less. Set your preferred velocity as you please but use only one direction. Since the source is going to be very small, I suggest you to create a "Placeholder" using a plane and parenting the source to it (Not the opposite!), this way you can see where it is and reposition it.

    Now, in the domain set the Cell Size to 0.50 (Lower parameters will take way longer calculation times), Subdivision 2,  Marker Particle Scale 3 (you can play a bit with that to change results), Surface Smoothing Value 1, Smoothing interation 10 to 15 (depends on how much you want the drops to be one single stream) CFL Condition 2 and PIC/FLIP Ratio 1.

    These are the basic settings for a narrow, unbroken single stream of water. No need to use doubled FPS, these will work fine with 30 FPS! wink

    If you make 10 or 15 identical Sources and position them in the right array, you can make a really nice shower. You can also make a water-pistol spray adding the Diffuse particles.

    One thing to keep in mind is that the drops will look "crazy" once they lay on a static surface like the bottom of the domain on a horizontal obstacle. To mitigate it (if you need) it's necessary to increase Subdivision level at cost of longer calculations. A solution for showering scenes is to create a very flat cube on the bottom of the domain, make it Fluid Mass and add a small Sink (matching incoming fluid amount) on the side to cancel the crazy drops and also have the effect of the water dripping on the wet surface.

    Starting from these base values, it's enough increase the size of the source to have a thicker flow, for example a bottle or a kettle pouring fluid.

    Works perfectly, thank you alot! I improved little bit on your idea with the placeholder and used a null object.

     

    yes Nice!

    Forgot to tell you that those values let you use up to Velocity 300.

    Thanks for these settings. I've been trying for weeks (off and on) to get a steady stream, but was just missing the mark. Your tips brought everything together.

    However, I'm now in pursuit of further refinement, and am trying to figure out how to make a short-duration burst from the emitter which results in a splatter, and continues following a surface based on viscosity.

    I've tried reducing the number of frames in the Domain (120 frame animation, Domain set to 60) but all that does is shorten the overall duration of the stream and subsequent collision and cascade effect. 

    (This next section is being typed as it pops into my head, so it may seem to be rambling, or it may actually reach a conclusion - we'll find out eventually. It's easier to talk it out than set up and render test scenes.)

    I suppose it could be done if the emitter were attached to an animated null parented to the Domain; the null moves from the point of origin to the intended surface, whereupon it begins emitting. The emitter can be set to begin at the frame where the null contacts the surface (or is in position just above, allowing room for the emitter to emit onto the surface), however, there's still the missing projectile.

    In the extreme, one could set a series of emitters along an arc (discovered by setting it to the aforementioned stream settings, then placing subsequent emitters along the relevant points in that arc), and set each one to begin when the previous one ends, so it gives the illusion of a projectile. But that's a ton of work, and may exceed the engine's capabilities.

    Alternatively, if the emitter were parented to a null placed at a central point between the source and the target surface and at the base of the scene, and the null were rotated on an axis, and the emitter left "snail trails" as the null rotated, then you'd have the arcing projectile, which would then emit onto the target surface once the rotation ended. However, the trouble there is that the emissions would collide with themselves during the rotation. Perhaps if it was set for a very low velocity, and set to emit away from the direction of travel? However, that may result in something similar to the plumes of smoke coming from the engines of a rocket as it ascends. I guess the question here is: will an emitter attached to a moving object whilst emitting cause the emission to scatter, as if one were flinging a paint brush at a canvas, or the classic "woman rising from the water and flinging her hair backwards" causing a water arc.

  • ImagoImago Posts: 5,162
    edited October 2018

    The second part needs to be discussed later, I'm a bit sleepy right now, all those words doesn't fit in my head.cheeky

    But if you need a short burst, just turn off the source when you need. Check the options! wink

    The "Activate" button will turn on and off your source.

    Activate.jpg
    435 x 524 - 70K
    Post edited by Imago on
  • Hi how can I simulate fluids running down a surface, e.g. sweat running down a person's skin?

  • AlbertoAlberto Posts: 1,436
    Hakumai said:

    Hi how can I simulate fluids running down a surface, e.g. sweat running down a person's skin?

    This is an example with tears: https://www.daz3d.com/forums/discussion/comment/3934416/#Comment_3934416

    You can try also using Surface forces.

  • PraxisPraxis Posts: 254
    edited November 2018

    I had a problem (now fixed via a manual work-around, described below) installing Fluidos v1.1 via DIM on 64-bit Windows7 Pro SP1:

     

    DIM installs VC++ 2017 runtime files by running run_vc17redist_x64.bat, which contains just this line:

      @VC_redist.x64 /qr

      A MS VC++ 2017 installation dialog appears, says "Processing: WindowsVista_MSU_x64", and after about 5 minutes it stops and shows "0x80240017 - Unspecified error".

      The "Programs and Features" Control-Panel app shows no VC++ 2017 ReDist installed.

     

    But Fluidos is available in DAZ Studio, it does not report any missing .dlls, and completes the "First example" from the Manual OK.

    Seems that VC++ 2017 runtime is not actually needed by Fluidos, provided you have e.g. VC++ 2013 runtime (System32\msf120*.dll) installed?

     

    I got VC++ 2017 to install correctly by executing this from the Command-line:

      VC_redist.x64.exe /quiet /norestart

      This runs quickly to completion, with no dialog shown.

      Its log file shows that it tried to install Windows7_MSU_x64 (as it should, instead of WindowsVista_MSU_x64).

      C:\Windows\System32\msf140*.dll files exist.

      The "Programs and Features" Control-Panel app shows VC++ 2017 ReDist is installed.

     

    So maybe run_vc17redist_x64.bat needs to be changed to this?:

      @VC_redist.x64 /quiet /norestart

     

    Updated 2018 Nov 14:

    The DIM Installer .zip for FLUIDOS v1.2 still has this problem, so I have submitted a ticket to DAZ.

     

    Post edited by Praxis on
  • AlbertoAlberto Posts: 1,436
    Praxis said:

    I had a problem (now fixed via a manual work-around, described below) installing Fluidos v1.1 via DIM on 64-bit Windows7 Pro SP1:

     

    DIM installs VC++ 2017 runtime files by running run_vc17redist_x64.bat, which contains just this line:

      @VC_redist.x64 /qr

      A MS VC++ 2017 installation dialog appears, says "Processing: WindowsVista_MSU_x64", and after about 5 minutes it stops and shows "0x80240017 - Unspecified error".

      The "Programs and Features" Control-Panel app shows no VC++ 2017 ReDist installed.

     

    But Fluidos is available in DAZ Studio, it does not report any missing .dlls, and completes the "First example" from the Manual OK.

    Seems that VC++ 2017 runtime is not actually needed by Fluidos, provided you have e.g. VC++ 2013 runtime (System32\msf120*.dll) installed?

     

    I got VC++ 2017 to install correctly by executing this from the Command-line:

      VC_redist.x64.exe /quiet /norestart

      This runs quickly to completion, with no dialog shown.

      Its log file shows that it tried to install Windows7_MSU_x64 (as it should, instead of WindowsVista_MSU_x64).

      C:\Windows\System32\msf140*.dll files exist.

      The "Programs and Features" Control-Panel app shows VC++ 2017 ReDist is installed.

     

    So maybe run_vc17redist_x64.bat needs to be changed to this?:

      @VC_redist.x64 /quiet /norestart

     

    Thank you for your remarks. That could be helpful to others.

    It's possible that the plugin could use some older VC++ runtimes, although I didn't test them.

    About the installer, I didn't create it nor can modify, this is in hands of DAZ. Anyway, I'll take a look at it.

     

  • DMindsDMinds Posts: 47

    looks like a awesome plugin im thinking of getting it BUT is it possiable to create pouring body sweat with this plugin? on pictures shows tears so should be possiable? and if anyone knows can you share :O? thanks 

  • AlbertoAlberto Posts: 1,436

    looks like a awesome plugin im thinking of getting it BUT is it possiable to create pouring body sweat with this plugin? on pictures shows tears so should be possiable? and if anyone knows can you share :O? thanks 

    This is an example with tears: https://www.daz3d.com/forums/discussion/comment/3934416/#Comment_3934416

    I didn't tried to create sweat, but it should be similar. Or, maybe, for this task could be easier and faster to use primitives as starting fluid, instead sources. The plugin is very versatile. And, it's almost finished an update that will include some more features.

  • Hello! I love Fluidos, but there's one thing I can't figure out.

    I want to run a fluid through a source/sink, set as cuboid, that splashes fluid, but then stops.

    My issue with this is the fluid keeps pouring for all my frames. I'd like to splash some fluid, then have the remaining frames show it settling/falling. I hope that makes sense.

    An example would be pouring water into a glass for frames 0-30, then having the Fluidos source stop, and just showing what came out into the glass for frames 30-60, without further pouring.

    Any help would be really appreciated!

  • AlbertoAlberto Posts: 1,436

    Hello! I love Fluidos, but there's one thing I can't figure out.

    I want to run a fluid through a source/sink, set as cuboid, that splashes fluid, but then stops.

    My issue with this is the fluid keeps pouring for all my frames. I'd like to splash some fluid, then have the remaining frames show it settling/falling. I hope that makes sense.

    An example would be pouring water into a glass for frames 0-30, then having the Fluidos source stop, and just showing what came out into the glass for frames 30-60, without further pouring.

    Any help would be really appreciated!

    Hello!

    You can set On the Activate property ot the source at frame 0 and, then, set it Off at frame 30.

    Other option is to overlap the source with an invisible solid obstacle at frame 30.

  • AlbertoAlberto Posts: 1,436

    Hello! I love Fluidos, but there's one thing I can't figure out.

    I want to run a fluid through a source/sink, set as cuboid, that splashes fluid, but then stops.

    My issue with this is the fluid keeps pouring for all my frames. I'd like to splash some fluid, then have the remaining frames show it settling/falling. I hope that makes sense.

    An example would be pouring water into a glass for frames 0-30, then having the Fluidos source stop, and just showing what came out into the glass for frames 30-60, without further pouring.

    Any help would be really appreciated!

    Hello!

    You can set On the Activate property ot the source at frame 0 and, then, set it Off at frame 30.

    Other option is to overlap the source with an invisible solid obstacle at frame 30.

  • Alberto said:

    Hello! I love Fluidos, but there's one thing I can't figure out.

    I want to run a fluid through a source/sink, set as cuboid, that splashes fluid, but then stops.

    My issue with this is the fluid keeps pouring for all my frames. I'd like to splash some fluid, then have the remaining frames show it settling/falling. I hope that makes sense.

    An example would be pouring water into a glass for frames 0-30, then having the Fluidos source stop, and just showing what came out into the glass for frames 30-60, without further pouring.

    Any help would be really appreciated!

    Hello!

    You can set On the Activate property ot the source at frame 0 and, then, set it Off at frame 30.

    Other option is to overlap the source with an invisible solid obstacle at frame 30.

    Briliant! I'll try it right now and get back to you. Thank you so much for the timely response! 

  • Alberto said:

    Hello! I love Fluidos, but there's one thing I can't figure out.

    I want to run a fluid through a source/sink, set as cuboid, that splashes fluid, but then stops.

    My issue with this is the fluid keeps pouring for all my frames. I'd like to splash some fluid, then have the remaining frames show it settling/falling. I hope that makes sense.

    An example would be pouring water into a glass for frames 0-30, then having the Fluidos source stop, and just showing what came out into the glass for frames 30-60, without further pouring.

    Any help would be really appreciated!

    Hello!

    You can set On the Activate property ot the source at frame 0 and, then, set it Off at frame 30.

    Other option is to overlap the source with an invisible solid obstacle at frame 30.

    Great! It worked perfect, but, I'm getting another familiar problem again. Beyond a certain frame, The mesher shows an old simulation.

     

    This has happened before, where for some reason old mesher simulations show up in new ones I make. For example, an old cuboid I had deleted, would suddenly appear, and fall from the sky, when I was using a completely different new source/sink.

    What's happenening now is it stops, but then resumes an old one again. I can tell it's an old sim because the activate is still off as it's happeneing. Would you know what's causing this and how to fix it? Thank you.

  • Alberto said:

    Hello! I love Fluidos, but there's one thing I can't figure out.

    I want to run a fluid through a source/sink, set as cuboid, that splashes fluid, but then stops.

    My issue with this is the fluid keeps pouring for all my frames. I'd like to splash some fluid, then have the remaining frames show it settling/falling. I hope that makes sense.

    An example would be pouring water into a glass for frames 0-30, then having the Fluidos source stop, and just showing what came out into the glass for frames 30-60, without further pouring.

    Any help would be really appreciated!

    Hello!

    You can set On the Activate property ot the source at frame 0 and, then, set it Off at frame 30.

    Other option is to overlap the source with an invisible solid obstacle at frame 30.

    Great! It worked perfect, but, I'm getting another familiar problem again. Beyond a certain frame, The mesher shows an old simulation.

     

    This has happened before, where for some reason old mesher simulations show up in new ones I make. For example, an old cuboid I had deleted, would suddenly appear, and fall from the sky, when I was using a completely different new source/sink.

    What's happenening now is it stops, but then resumes an old one again. I can tell it's an old sim because the activate is still off as it's happeneing. Would you know what's causing this and how to fix it? Thank you.

    Oh! I flicked on Earse Baked Files, and that does the trick!

  • Hurdy3DHurdy3D Posts: 1,047
    Imago said:

    Here I am to help you, Surody! wink

    Alberto is right, but just those adjustements won't suffice for a nice, narrow jet.

    Here's what you have to do:

    Create a Domain and a Source. In the Source parameters enable "Is Cuboid" and make all three sizes like 0.050 or less. Set your preferred velocity as you please but use only one direction. Since the source is going to be very small, I suggest you to create a "Placeholder" using a plane and parenting the source to it (Not the opposite!), this way you can see where it is and reposition it.

    Now, in the domain set the Cell Size to 0.50 (Lower parameters will take way longer calculation times), Subdivision 2,  Marker Particle Scale 3 (you can play a bit with that to change results), Surface Smoothing Value 1, Smoothing interation 10 to 15 (depends on how much you want the drops to be one single stream) CFL Condition 2 and PIC/FLIP Ratio 1.

    These are the basic settings for a narrow, unbroken single stream of water. No need to use doubled FPS, these will work fine with 30 FPS! wink

    If you make 10 or 15 identical Sources and position them in the right array, you can make a really nice shower. You can also make a water-pistol spray adding the Diffuse particles.

    One thing to keep in mind is that the drops will look "crazy" once they lay on a static surface like the bottom of the domain on a horizontal obstacle. To mitigate it (if you need) it's necessary to increase Subdivision level at cost of longer calculations. A solution for showering scenes is to create a very flat cube on the bottom of the domain, make it Fluid Mass and add a small Sink (matching incoming fluid amount) on the side to cancel the crazy drops and also have the effect of the water dripping on the wet surface.

    Starting from these base values, it's enough increase the size of the source to have a thicker flow, for example a bottle or a kettle pouring fluid.

    Hey thank you for sharing your experience with us. I tried you soluton (for now with just one source). After after the simulation I don't see anything. Maybe I do something wrong.  I attach my testfile,maybe you can take a look?

    Thank you

    duf
    duf
    shower test.duf
    23K
  • Make sure you've set the keyframe manually at Frame 1, and set the Completion to 100% on the last frame. I keep forgetting to do this.

  • AlbertoAlberto Posts: 1,436
    gerster said:
    Imago said:

    Here I am to help you, Surody! wink

    Alberto is right, but just those adjustements won't suffice for a nice, narrow jet.

    Here's what you have to do:

    Create a Domain and a Source. In the Source parameters enable "Is Cuboid" and make all three sizes like 0.050 or less. Set your preferred velocity as you please but use only one direction. Since the source is going to be very small, I suggest you to create a "Placeholder" using a plane and parenting the source to it (Not the opposite!), this way you can see where it is and reposition it.

    Now, in the domain set the Cell Size to 0.50 (Lower parameters will take way longer calculation times), Subdivision 2,  Marker Particle Scale 3 (you can play a bit with that to change results), Surface Smoothing Value 1, Smoothing interation 10 to 15 (depends on how much you want the drops to be one single stream) CFL Condition 2 and PIC/FLIP Ratio 1.

    These are the basic settings for a narrow, unbroken single stream of water. No need to use doubled FPS, these will work fine with 30 FPS! wink

    If you make 10 or 15 identical Sources and position them in the right array, you can make a really nice shower. You can also make a water-pistol spray adding the Diffuse particles.

    One thing to keep in mind is that the drops will look "crazy" once they lay on a static surface like the bottom of the domain on a horizontal obstacle. To mitigate it (if you need) it's necessary to increase Subdivision level at cost of longer calculations. A solution for showering scenes is to create a very flat cube on the bottom of the domain, make it Fluid Mass and add a small Sink (matching incoming fluid amount) on the side to cancel the crazy drops and also have the effect of the water dripping on the wet surface.

    Starting from these base values, it's enough increase the size of the source to have a thicker flow, for example a bottle or a kettle pouring fluid.

    Hey thank you for sharing your experience with us. I tried you soluton (for now with just one source). After after the simulation I don't see anything. Maybe I do something wrong.  I attach my testfile,maybe you can take a look?

    Thank you

    Hi!

    The main reason why you don't see anything is the position of the source, it's too high, so it's not completely inside the Domain (In most cases, a source could be partially outside, but with a tiny source, relative to cell size, as yours, this don't work). Lower it a little.

    However, I suggest some things:

    1. The use of small cell size, great Domain size, small frames per second, high velocities and small CFL condition number is the perfect combination to get a simulation running forever.
    2. Better increase the frames per second (24, 30 or higher), set CFL condition number to 5.0 or higher.
    3. The velocity of Source should can be reduced below 100.0, even to 0.0 (As there is a gravity force, the fluid will fall anyway).
    4. The Domain size should be reduced, much of the space is unused (the greater the size, the slower the simulation). You can reduce X and Z size without afecting the results, provided that the source is inside the Domain all time.
    5. Decrease something the Surface Smoothing value (between 0.5 to 0.8, maybe). Decrease too the Smoothing iterations (between 2 and 6). The excessive smooting is creating artifacts in your setup.

     

  • Hurdy3DHurdy3D Posts: 1,047

    Hey thank you.... uh yeah hh lowering the position did the trick. Thank you!

    I need the great Domain size, because this will become a shower. A human person needs enough room in there :)

     

  • AlbertoAlberto Posts: 1,436
    edited November 2018

    FLUIDOS has been updated to v 1.2

    Changes:

    Fixed these bugs:

    • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
    • Positive surface forces were insensible to intensity.
    • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

     

    New Features:

    • The simulations can use presets.
    • Directional forces.
    • Spatially variable viscosity.
    • Ignore option for nodes parented to Fluidos Domain.
    • Cuboid source can be spatially discontinous.

     

    Post edited by Alberto on
  • SimonJMSimonJM Posts: 5,983
    Alberto said:

    FLUIDOS has been updated to v 1.2

    Changes:

    Fixed these bugs:

    • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
    • Positive surface forces were insensible to intensity.
    • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

     

    New Features:

    • The simulations can use presets.
    • Directional forces.
    • Spatially variable viscosity.
    • Ignore option for nodes parented to Fluidos Domain.
    • Cuboid source can be spatially discontinous.

     

    Ahh ok, there IS an actual update - I have seen it in DIM but all comonents fails on downlaod after getting to 100%

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

    FLUIDOS has been updated to v 1.2

    Changes:

    Fixed these bugs:

    • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
    • Positive surface forces were insensible to intensity.
    • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

     

    New Features:

    • The simulations can use presets.
    • Directional forces.
    • Spatially variable viscosity.
    • Ignore option for nodes parented to Fluidos Domain.
    • Cuboid source can be spatially discontinous.

     

    Ahh ok, there IS an actual update - I have seen it in DIM but all comonents fails on downlaod after getting to 100%

    Yes, I noticed that for hours. But I finally could download it.

    Try again, please.

  • For info, downloads and installs perfectly with DIM on my computer

  • SimonJMSimonJM Posts: 5,983
    Alberto said:
    SimonJM said:
    Alberto said:

    FLUIDOS has been updated to v 1.2

    Changes:

    Fixed these bugs:

    • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
    • Positive surface forces were insensible to intensity.
    • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

     

    New Features:

    • The simulations can use presets.
    • Directional forces.
    • Spatially variable viscosity.
    • Ignore option for nodes parented to Fluidos Domain.
    • Cuboid source can be spatially discontinous.

     

    Ahh ok, there IS an actual update - I have seen it in DIM but all comonents fails on downlaod after getting to 100%

    Yes, I noticed that for hours. But I finally could download it.

    Try again, please.

    It i snow ok :)

  • ChoholeChohole Posts: 33,604
    SimonJM said:
    Alberto said:
    SimonJM said:
    Alberto said:

    FLUIDOS has been updated to v 1.2

    Changes:

    Fixed these bugs:

    • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
    • Positive surface forces were insensible to intensity.
    • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

     

    New Features:

    • The simulations can use presets.
    • Directional forces.
    • Spatially variable viscosity.
    • Ignore option for nodes parented to Fluidos Domain.
    • Cuboid source can be spatially discontinous.

     

    Ahh ok, there IS an actual update - I have seen it in DIM but all comonents fails on downlaod after getting to 100%

    Yes, I noticed that for hours. But I finally could download it.

    Try again, please.

    It i snow ok :)

    snow?    in November?

  • DanaTADanaTA Posts: 13,214
    Chohole said:
    SimonJM said:
    Alberto said:
    SimonJM said:
    Alberto said:

    FLUIDOS has been updated to v 1.2

    Changes:

    Fixed these bugs:

    • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
    • Positive surface forces were insensible to intensity.
    • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

     

    New Features:

    • The simulations can use presets.
    • Directional forces.
    • Spatially variable viscosity.
    • Ignore option for nodes parented to Fluidos Domain.
    • Cuboid source can be spatially discontinous.

     

    Ahh ok, there IS an actual update - I have seen it in DIM but all comonents fails on downlaod after getting to 100%

    Yes, I noticed that for hours. But I finally could download it.

    Try again, please.

    It i snow ok :)

    snow?    in November?

    It hasn't happened yet here, but it's not uncommon for New England.  Up north, Maine, Vermont and New Hampshire, will be getting some snow tonight.

    Dana

  • SimonJMSimonJM Posts: 5,983
    DanaTA said:
    Chohole said:
    SimonJM said:
    Alberto said:
    SimonJM said:
    Alberto said:

    FLUIDOS has been updated to v 1.2

    Changes:

    Fixed these bugs:

    • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
    • Positive surface forces were insensible to intensity.
    • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

     

    New Features:

    • The simulations can use presets.
    • Directional forces.
    • Spatially variable viscosity.
    • Ignore option for nodes parented to Fluidos Domain.
    • Cuboid source can be spatially discontinous.

     

    Ahh ok, there IS an actual update - I have seen it in DIM but all comonents fails on downlaod after getting to 100%

    Yes, I noticed that for hours. But I finally could download it.

    Try again, please.

    It i snow ok :)

    snow?    in November?

    It hasn't happened yet here, but it's not uncommon for New England.  Up north, Maine, Vermont and New Hampshire, will be getting some snow tonight.

    Dana

    This is Old England .. the land of the typo cheeky

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