For GLE, here a quick example. I used five sources here without any noticeable increase in the simulation's time. You can use more than that to obtain your shower!
Spray can be simulated enabling diffuse particles in Domain and the Mesher.
Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene. The first time it happened i had to cancel DS as nothing would stop the process. Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene. It should not be a memory issue as the computer is running at under 20% RAM usage.
The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'. This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again. From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.
Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene. The first time it happened i had to cancel DS as nothing would stop the process. Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene. It should not be a memory issue as the computer is running at under 20% RAM usage.
The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'. This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again. From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.
Set OFF the mesher to avoid reconstruction during simulation (in high resolution simulations reconstruction considerably slow down the process).
The simulation is adaptive stepsize to get more accurate results. That is, if the velocities of fluid particles are high, the engine subdivides the frame step in substeps, thus you see more than one entry per frame. You can increase speed of simulation by increasing the CFL condition number (maybe to 10 or 20) or disabling at all the adaptive stepsize by setting CFL number to 0.0. The price of the speed is some loss of accuracy.
Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene. The first time it happened i had to cancel DS as nothing would stop the process. Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene. It should not be a memory issue as the computer is running at under 20% RAM usage.
The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'. This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again. From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.
Set OFF the mesher to avoid reconstruction during simulation (in high resolution simulations reconstruction considerably slow down the process).
The simulation is adaptive stepsize to get more accurate results. That is, if the velocities of fluid particles are high, the engine subdivides the frame step in substeps, thus you see more than one entry per frame. You can increase speed of simulation by increasing the CFL condition number (maybe to 10 or 20) or disabling at all the adaptive stepsize by setting CFL number to 0.0. The price of the speed is some loss of accuracy.
I really should read the documentation - so it's best practice to have the Mesher Enable option set to Off whilst running the simulation?
Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene. The first time it happened i had to cancel DS as nothing would stop the process. Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene. It should not be a memory issue as the computer is running at under 20% RAM usage.
The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'. This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again. From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.
Set OFF the mesher to avoid reconstruction during simulation (in high resolution simulations reconstruction considerably slow down the process).
The simulation is adaptive stepsize to get more accurate results. That is, if the velocities of fluid particles are high, the engine subdivides the frame step in substeps, thus you see more than one entry per frame. You can increase speed of simulation by increasing the CFL condition number (maybe to 10 or 20) or disabling at all the adaptive stepsize by setting CFL number to 0.0. The price of the speed is some loss of accuracy.
I really should read the documentation - so it's best practice to have the Mesher Enable option set to Off whilst running the simulation?
This is the setup of the river. There is a source in one extreme of river bed, and a sink in the other. A cube is used for the initial water. It was added a little value to Force X to force the water to flow. The smoothing is for avoid the staggering over the river bed. Diffuse particles are enabled.
Here are the Source Properties. All velocities are set to zero. The body forces will push the water.
Here are the Sink Properties
The cube properties:
The terrain acts as a obstacle, thus, no changes were done, but the parenting to Domain.
These are the properties of the first mesh, for reconstructing the water mesh.
These are the properties of the second mesh, for reconstructing the Whitewater (Diffuse particles).
The meshes should be enabled after concluiding the simulation process.
The .duf file is attached. If you load it in Daz Studio, don't forget to adjust the preferred device.
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
Thanks for you help
You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
Thanks for you help
You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:
Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
Thanks for you help
Try to use the shallowest water you can (to get faster simulation). Set ON "Enable Moving Obstacles" in Domain's Main settings.
This is the same I used in Genesis walking over snow in the second demo. Here, viscosity is disabled.
The cell size is 2.5. You could resize the domain (and the cube), but try to not reduce the resolution. In this scene, the Grid size is 217 X 7 X 40 = 59,360 cells. Thus, any modifications should have around 60,000 or more cells.
Here you see the Domain settings.
Cube settings:
If you use aniblocks, bake them so the plugin can recognize the keyframes.
The .duf file with the Domain and the cube water is attached.
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
Thanks for you help
You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:
Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.
Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
Thanks for you help
You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:
Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.
Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
Thanks for you help
You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:
Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.
Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
Thanks for you help
You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:
Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.
Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.
Comments
Congratulations. I had been waiting for this, now I only need one simulator for the fire and one for physics.
Thank you!
It's planed fire and smoke in a future version of FLUIDOS.
And raid? Or a shower?
A shower can be done just now. Imago's example is here:
Spray can be simulated enabling diffuse particles in Domain and the Mesher.
There is attached the .duf file of spray.
Twice now DS has got into what looks like an infinite loop, doing '"FluidOS reconstruction - FluidOS Mesher" and jumping apparently randonly up and down the Timeline, frame 23, 4, 25, 15, 14, 22, 5, 22, 23, 3, 4, 21 are just the latets sequene. The first time it happened i had to cancel DS as nothing would stop the process. Rather annoying as I had just spent (this time) a fair bit of time fine tuning the scene. It should not be a memory issue as the computer is running at under 20% RAM usage.
The first time it happend I am pretty sure the simulation had ended and I was adjusting the frame to see which would give a better result when it went 'bokers'. This tiem I'm not sure (it's late and I am tired) if it had finsihed or was at frame 29 of 30, or if I was beginning to check out frames again. From what I can see there have been no updates in the log - the last 4 or so entries deal with frame 30 and are from around 20 or 30 minutes ago.
Set OFF the mesher to avoid reconstruction during simulation (in high resolution simulations reconstruction considerably slow down the process).
The simulation is adaptive stepsize to get more accurate results. That is, if the velocities of fluid particles are high, the engine subdivides the frame step in substeps, thus you see more than one entry per frame. You can increase speed of simulation by increasing the CFL condition number (maybe to 10 or 20) or disabling at all the adaptive stepsize by setting CFL number to 0.0. The price of the speed is some loss of accuracy.
I really should read the documentation - so it's best practice to have the Mesher Enable option set to Off whilst running the simulation?
At least for high resolution, yes.
Fluidos is a lot of fun to play with, thanks Alberto!
The recipe PDF was very helpful to get started.
WOW.. really cool!
I'm glad you like it!
Hi ould you upload more sample files to get us started
thanks
Here is what I'm getting demo file
Yes!
Is this the spray.duf?, if so, the mesher must have set ON the "Diffuse particles" property.
the spray.duf works this is Fluidos Scene 2.duf I keep getting clumping
Try this, it's the one linked in Alberto's signature: Scene 2
Change the Preferred device, please, and let me know if it works.
that worked! my 1080 gpu maybe the problem
This is video of a river flow simulation.
This is the setup of the river. There is a source in one extreme of river bed, and a sink in the other. A cube is used for the initial water. It was added a little value to Force X to force the water to flow. The smoothing is for avoid the staggering over the river bed. Diffuse particles are enabled.
Here are the Source Properties. All velocities are set to zero. The body forces will push the water.
Here are the Sink Properties
The cube properties:
The terrain acts as a obstacle, thus, no changes were done, but the parenting to Domain.
These are the properties of the first mesh, for reconstructing the water mesh.
These are the properties of the second mesh, for reconstructing the Whitewater (Diffuse particles).
The meshes should be enabled after concluiding the simulation process.
The .duf file is attached. If you load it in Daz Studio, don't forget to adjust the preferred device.
Hello Alvin
having fun with Fluidos :-)
What would be the best way to have a "calm" water cube with someone waking and making ripples on the surface ? I tried to liquify a cube but my results was not good
Thanks for you help
You are parenting the figure to the domain, and turning the fluid body option off so that it's an obstacle? That said, I am not getting the results I would expect from a cylinder pushing into and out of a block of water - there are not ripples propagating away from the point of intersection, just a dent there. This is with force on for the cylinder prop, the last frame of a 200 frame simualtion:
Turn ON "Enable Moving Obstacles" in Domain's Main settings. This way, the cylinder could push the water.
Try to use the shallowest water you can (to get faster simulation). Set ON "Enable Moving Obstacles" in Domain's Main settings.
This is the same I used in Genesis walking over snow in the second demo. Here, viscosity is disabled.
The cell size is 2.5. You could resize the domain (and the cube), but try to not reduce the resolution. In this scene, the Grid size is 217 X 7 X 40 = 59,360 cells. Thus, any modifications should have around 60,000 or more cells.
Here you see the Domain settings.
Cube settings:
If you use aniblocks, bake them so the plugin can recognize the keyframes.
The .duf file with the Domain and the cube water is attached.
Many Thanks Alvin !
This look very promissing. I'm gonna study this tomorow (too late for me right now!)
Fluidos open plenty of new possibilities. Congratulations!!!
Thanks again for the support
Yes, I was just trying that, once with a continuing oscillation and once with only two impacts on the surface (too much water here, so it took about half-an-hour to sim with a cell-size of 1.25 and 200 frames). I'm not sure why the water starts with an inverse meniscus and finishes dead flat.
https://www.dropbox.com/s/602w7h1cc3yfqya/Fluidos ripple test.avi?dl=0
https://www.dropbox.com/s/y4h890dl1wvrew3/Fluidos Ripple Test II.avi?dl=0
Could I see the settings, please?
Oh, the cube is hiding the mesher. Set Visible to OFF. I think this is the reason of the dead flat. You don't need to run again the simulation.
Any mesh supposed to be fluid mass must be invisible for rendering.
Ah, that was it yes - thank you.
You're welcome!