Well, I am fresh out of fish and nuts, but I have bananas and Pycloid seems to be able to gobble them up without going bananas.
Using the Magnet sample included in the 0.2 beta zip file, which I think is similar to what you are trying to do.
Maybe if you work a little on your fish model, fewer polys, simpler shaders, less object sublevels...
I have latest version installed, and, yes it is having problems.
Fish I have is only one object with few hundred polys.
Idea was to animate one fish and create swarm formation along the path, so I parented the whole thing to my animated object.
However, with sand particles trail behind emitter happens, but with fish object its a entirely different situation, regardless of velocity being 0 and particle number and life being set high, only few particles are created and they are moving :lol:
If you have any suggestions i'm open to them (I solved my problem BTW in a crude way using bunch of grid replicators instanced along the path), I tried PySwarm thingie, and it is too cumbersome to add 1000's of instances ...
I've not tried the magnet yet, but I did take the paper glider demo and replace the paper plane with a Tie Fighter object. It handled that with no hiccups.
For those who, like 3Drendero, are trying to simulate water, I suggest you consider some of the free alternatives out there that are designed to simulate water. None of the Carrara features or plugins are really designed for fluid simulation.
For example, Blender has a very nice fluid simulation feature which is extremely easy to set up and use. Here's just one of many examples of nice fluid sims produced with Blender.
Here's some animated fluid I did with pycloid.....I don't have the file, and don't remember the settings I used (sorry !)
It is possible, you just have to play with the settings. ;)
Interesting Joe because Blender is free, but can we at least export in objects sequences or MDD format ?
In any event, Carrara doesn't have any plugins to import the particles (foams, splach…).
I work with RF, but I see that Pycloid made a very good work, bravo Mc Guiver !
Well, I am fresh out of fish and nuts, but I have bananas and Pycloid seems to be able to gobble them up without going bananas.
Using the Magnet sample included in the 0.2 beta zip file, which I think is similar to what you are trying to do.
Maybe if you work a little on your fish model, fewer polys, simpler shaders, less object sublevels...
I have latest version installed, and, yes it is having problems.
Fish I have is only one object with few hundred polys.
Idea was to animate one fish and create swarm formation along the path, so I parented the whole thing to my animated object.
However, with sand particles trail behind emitter happens, but with fish object its a entirely different situation, regardless of velocity being 0 and particle number and life being set high, only few particles are created and they are moving :lol:
If you have any suggestions i'm open to them (I solved my problem BTW in a crude way using bunch of grid replicators instanced along the path), I tried PySwarm thingie, and it is too cumbersome to add 1000's of instances ...
Think I got it to do what you want once.
Found 2 faults.
1. The scaling of the Pycloid emitter is wrong, the emitter should always be 100%. You should only scale the objects.
2. There are multiple levels of transformations, so the animation+the object transformations together gets you problems.
Try to simplify the model and start with another simpler 3D model drawn in X=0, Y=0 and Z=0 and then stay clear of stacking transformations.
The reason for sand and isosurface working is that they are spawned as new objects with no "coordinates" or inherited scaling or relative positioning.
For those who, like 3Drendero, are trying to simulate water, I suggest you consider some of the free alternatives out there that are designed to simulate water. None of the Carrara features or plugins are really designed for fluid simulation.
For example, Blender has a very nice fluid simulation feature which is extremely easy to set up and use. Here's just one of many examples of nice fluid sims produced with Blender.
Thanks Joe, always getting good tips from you.
I know that Blender has evolved faster than Carrara (both water and fire is frikking awesome for a free tool), but the goal of this thread is to get the Pycloid plugin running at 100% of its capability. Not even half way there yet, though I am not skilled enough to push it to the max alone.
....but the goal of this thread is to get the Pycloid plugin running at 100% of its capability. Not even half way there yet, though I am not skilled enough to push it to the max alone....
And that's fine for those whose sole goal is to play with a plugin. My only point is that some software is not designed for a purpose that you might think you can use it for, and as a result it requires lots and lots of unnecessary tweaking and frustration, to obtain some less than satisfactory results. Instead you could use software that is designed for that purpose, and as a result gives far better results, and does it far more efficiently.
I've seen videos on the results you can obtain with Carrara and plugins, and IMO there's nothing close to what an average person on the street would consider to look like water. At best, again IMO, it's better described as some sort of globules... :) :)
Regarding the question about exporting results from say Blender to Carrara, the problem is that a fluid sim continually generates new mesh as the sim progresses (y'know, when it generates splashes and as water flows into the scene from what's called an "inflow" device), so MDD, which requires a fixed mesh size, can't function.
It is far better, IMO, to generate the fluid portion of your scene in Blender, and then composite it later in 2D with the results of your Carrara renders.
Also keep in mind that you can also use the particle features in a compositing app to do a lot of what some are trying to accomplish with Carrara and its plugins (flocking, crowd generation, etc). And generally they are far more effective and efficient.
Again, this isn't to offend those who just want to play with Pycloid or whatever. I'm just trying to give a different perspective for those who don't really care how they accomplish their goals, but rather they care how well and how efficiently they accomplish them. Why spend 3 days tweaking Pycloid or Meatballs (which aren't designed to be a fluid sim) to get some mediocre results when you can spend 8 hours getting much better results with software that is designed to do it quickly and efficiently?
You are correct as usual Joe.
It is always more efficient to use a tool that is production proven, documented and supported.
Rather than a free beta version that needs further development and documentation.
But for some reason my hobby is to beta test plugins and try to push development forward...
I think that Pycloid is slightly better than you give it credit for, since the freeware dynamics engine seems to handle particles correct ( https://www.youtube.com/watch?v=NS_Ua-yGn_E ), but the last step (that is simple in the PHYSX demos above) to switch from particles graphics to fluid graphics, may need support from the author.
Not getting any closer to finding a setting that looks like water.
It is mostly blobby or thick fluids, still it is a fluid at least.
Does render with LuxCore beta, but it is only faster if the Carrara rendering takes very long time per frame, for example with water shaders, caustics, HDRI and so on.
Doing the dynamics on CPU and rendering on GPU sounds good, but there seems to be delays that most of the time makes the Carrara CPU render fast enough.
Did this a month ago then went travelling abroad. Posting it now to check external image link + video posting mechanism on new upgraded forum.
Screen grab low quality still image just for reference.
Click on image to go to YouTube video. (Yeepee the ext.image + image link both work! GOOD JOB DAZ3D DEVS!)
I went from zero experience with PyCarrara PyCloid, and an acceptable water sim within a day (something like 8-10 hours).
Scale/ size reference: object is bird bath/ mini garden fountain size.
The water simulation process is fast enough. less than 2 minutes for the video.
Rendered with Octane.
My setting differs a little from qhat 3drendero posted above at a glance. Since I did it a month ago I don't remember most settings and process, will need to go back to pin down the technicality again some time soon (currently focusing on my story script)
Basically, this exercise at least shows fluid simulation is entirely do-able in Carrara 8.5 Pro using PyCloid. And most importantly - fast enough.
Comments
I have latest version installed, and, yes it is having problems.
Fish I have is only one object with few hundred polys.
Idea was to animate one fish and create swarm formation along the path, so I parented the whole thing to my animated object.
However, with sand particles trail behind emitter happens, but with fish object its a entirely different situation, regardless of velocity being 0 and particle number and life being set high, only few particles are created and they are moving :lol:
If you have any suggestions i'm open to them (I solved my problem BTW in a crude way using bunch of grid replicators instanced along the path), I tried PySwarm thingie, and it is too cumbersome to add 1000's of instances ...
Anyways, here is the link to file in question:
Carrara File Download
Thanks for the help :)
I've not tried the magnet yet, but I did take the paper glider demo and replace the paper plane with a Tie Fighter object. It handled that with no hiccups.
For those who, like 3Drendero, are trying to simulate water, I suggest you consider some of the free alternatives out there that are designed to simulate water. None of the Carrara features or plugins are really designed for fluid simulation.
For example, Blender has a very nice fluid simulation feature which is extremely easy to set up and use. Here's just one of many examples of nice fluid sims produced with Blender.
https://www.youtube.com/watch?v=U3acQ5dDKEs
And here's a goofy simulation I did a while back to show how you can get some nice fluid sims and composite them with a Carrara render.
https://www.youtube.com/watch?v=eNGZBv3ibFw
Here's some animated fluid I did with pycloid.....I don't have the file, and don't remember the settings I used (sorry !)
It is possible, you just have to play with the settings. ;)
https://vimeo.com/52197357
Interesting Joe because Blender is free, but can we at least export in objects sequences or MDD format ?
In any event, Carrara doesn't have any plugins to import the particles (foams, splach…).
I work with RF, but I see that Pycloid made a very good work, bravo Mc Guiver !
I have latest version installed, and, yes it is having problems.
Fish I have is only one object with few hundred polys.
Idea was to animate one fish and create swarm formation along the path, so I parented the whole thing to my animated object.
However, with sand particles trail behind emitter happens, but with fish object its a entirely different situation, regardless of velocity being 0 and particle number and life being set high, only few particles are created and they are moving :lol:
If you have any suggestions i'm open to them (I solved my problem BTW in a crude way using bunch of grid replicators instanced along the path), I tried PySwarm thingie, and it is too cumbersome to add 1000's of instances ...
Anyways, here is the link to file in question:
Carrara File Download
Thanks for the help :)
Think I got it to do what you want once.
Found 2 faults.
1. The scaling of the Pycloid emitter is wrong, the emitter should always be 100%. You should only scale the objects.
2. There are multiple levels of transformations, so the animation+the object transformations together gets you problems.
Try to simplify the model and start with another simpler 3D model drawn in X=0, Y=0 and Z=0 and then stay clear of stacking transformations.
The reason for sand and isosurface working is that they are spawned as new objects with no "coordinates" or inherited scaling or relative positioning.
Thanks Joe, always getting good tips from you.
I know that Blender has evolved faster than Carrara (both water and fire is frikking awesome for a free tool), but the goal of this thread is to get the Pycloid plugin running at 100% of its capability. Not even half way there yet, though I am not skilled enough to push it to the max alone.
Pretty sure that it can do good fluids, since this animation:
https://www.youtube.com/watch?v=NS_Ua-yGn_E
shows the particles acting as "correct" as the particles in the PHYSX powered demo by NVIDIA and Finalspace
https://www.youtube.com/watch?v=ok8ThRR-59Q
http://physxinfo.com/news/7678/physx-3-fluid-simulation-demo-evolves-to-fluid-sandbox/
So far I am missing some tweaking to the to the first level, as good as https://www.youtube.com/watch?v=NS_Ua-yGn_E
which can be done obviously.
But the next step, going from particles to fluid, or isosurface in Pycloid may be more difficult...
MD02010 and 3drendero,
Thanks for the tip, I was extracting the whole folder. Got it to work, now on to seeing what I can do with it.:P
And that's fine for those whose sole goal is to play with a plugin. My only point is that some software is not designed for a purpose that you might think you can use it for, and as a result it requires lots and lots of unnecessary tweaking and frustration, to obtain some less than satisfactory results. Instead you could use software that is designed for that purpose, and as a result gives far better results, and does it far more efficiently.
I've seen videos on the results you can obtain with Carrara and plugins, and IMO there's nothing close to what an average person on the street would consider to look like water. At best, again IMO, it's better described as some sort of globules... :) :)
Regarding the question about exporting results from say Blender to Carrara, the problem is that a fluid sim continually generates new mesh as the sim progresses (y'know, when it generates splashes and as water flows into the scene from what's called an "inflow" device), so MDD, which requires a fixed mesh size, can't function.
It is far better, IMO, to generate the fluid portion of your scene in Blender, and then composite it later in 2D with the results of your Carrara renders.
Also keep in mind that you can also use the particle features in a compositing app to do a lot of what some are trying to accomplish with Carrara and its plugins (flocking, crowd generation, etc). And generally they are far more effective and efficient.
Again, this isn't to offend those who just want to play with Pycloid or whatever. I'm just trying to give a different perspective for those who don't really care how they accomplish their goals, but rather they care how well and how efficiently they accomplish them. Why spend 3 days tweaking Pycloid or Meatballs (which aren't designed to be a fluid sim) to get some mediocre results when you can spend 8 hours getting much better results with software that is designed to do it quickly and efficiently?
Just my $.02. No need for anyone to get offended.
You are correct as usual Joe.
It is always more efficient to use a tool that is production proven, documented and supported.
Rather than a free beta version that needs further development and documentation.
But for some reason my hobby is to beta test plugins and try to push development forward...
I think that Pycloid is slightly better than you give it credit for, since the freeware dynamics engine seems to handle particles correct ( https://www.youtube.com/watch?v=NS_Ua-yGn_E ), but the last step (that is simple in the PHYSX demos above) to switch from particles graphics to fluid graphics, may need support from the author.
Not getting any closer to finding a setting that looks like water.
It is mostly blobby or thick fluids, still it is a fluid at least.
Does render with LuxCore beta, but it is only faster if the Carrara rendering takes very long time per frame, for example with water shaders, caustics, HDRI and so on.
Doing the dynamics on CPU and rendering on GPU sounds good, but there seems to be delays that most of the time makes the Carrara CPU render fast enough.
Not mich going on with Pycloid, but here are some settings from an older thread by McGuiver:
http://www.daz3d.com/forums/discussion/10339/
Did this a month ago then went travelling abroad. Posting it now to check external image link + video posting mechanism on new upgraded forum.
Screen grab low quality still image just for reference.
Click on image to go to YouTube video. (Yeepee the ext.image + image link both work! GOOD JOB DAZ3D DEVS!)
I went from zero experience with PyCarrara PyCloid, and an acceptable water sim within a day (something like 8-10 hours).
Scale/ size reference: object is bird bath/ mini garden fountain size.
The water simulation process is fast enough. less than 2 minutes for the video.
Rendered with Octane.
My setting differs a little from qhat 3drendero posted above at a glance. Since I did it a month ago I don't remember most settings and process, will need to go back to pin down the technicality again some time soon (currently focusing on my story script)
Basically, this exercise at least shows fluid simulation is entirely do-able in Carrara 8.5 Pro using PyCloid. And most importantly - fast enough.