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SexyFluids

Plugins + Scripts SexyFluids

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I am not sure if I understand what you did, because I do not have much experience with this plugin. Thanks for sharing the idea tho
i added an custom unity asset to the scene, then the dildo language plugin to the custom unity asset. Then i loaded into the same custom unity asset and dildo from the package of the dildo language var file, there is an asset bundle with 3-4 dildos. i also added the Collision Manager Plugin to the custom unity asset and set it to ignore collisions with the person atom (the girl). After that deactivated in the dildo language plugin all the collisions too, then randomized an fluid preset to make a vomit like fluid from it. Scaled the dildo down to a minimum size. Moved the custom unity asset object to her mouth, attached it to her head and started the fluid. That is what you see on the picutre. Vomiting from the mouth.
 
i added an custom unity asset to the scene, then the dildo language plugin to the custom unity asset. Then i loaded into the same custom unity asset and dildo from the package of the dildo language var file, there is an asset bundle with 3-4 dildos. i also added the Collision Manager Plugin to the custom unity asset and set it to ignore collisions with the person atom (the girl). After that deactivated in the dildo language plugin all the collisions too, then randomized an fluid preset to make a vomit like fluid from it. Scaled the dildo down to a minimum size. Moved the custom unity asset object to her mouth, attached it to her head and started the fluid. That is what you see on the picutre. Vomiting from the mouth.
oh okay, damn that is a lot of steps to achieve that :D thank you. Hope Foost will eventually try making something more user friendly.
 
oh okay, damn that is a lot of steps to achieve that :D thank you. Hope Foost will eventually try making something more user friendly.
that is userfriendly 😁 you can add the plugins etc and config the custom unity asset, then save a preset for the entire custom unity asset. Then you dont have to config further objects from zero.
 
I made it work, but it's really not as user friendly as it could be. Imagine it being just a CUA with a pointer from which would it be leaking / streaming, which you would later hide... but it's not super hard to setup since you explained it well.

I am having trouble making it less reflective and shiny. I tried every single setting in each tab, but it still glows a little.
 
I made it work, but it's really not as user friendly as it could be. Imagine it being just a CUA with a pointer from which would it be leaking / streaming, which you would later hide... but it's not super hard to setup since you explained it well.

I am having trouble making it less reflective and shiny. I tried every single setting in each tab, but it still glows a little.
i am glad to hear that you could set it up. And its true, its a workaround but i saw more complicated things. I am happy that it works that straight forward. :)

because the shinyness. On every category.. i dont have the names in my mind.. Burst, stream, and the puddle. Set the reflection at zero. beginning and end. And also the specular. Thats zero reflection completly. Then, if you want, can try to rais a little bit part by part to test it out. Also you have maybe to set the Default Skybox of VAM to a different one. Depends on your szene, even if you have the skybox off. The fluid reflection takes anyway the reflection map of the skybox. I am mostly using a darker skybox, and then the fluid reflection also works how i want it. This italian street skybox works most of the time, or the australian something. Try at first to change the skybox. maybe is that your root cause.
 
Since you have been adding some trigger functions to the main plugin, a feature I'd hope to see if you plan on doing the same here:
A trigger that outputs the current emission rate, so you could do things like running things like the spongiosum and urethra morphs, or keeping track of amounts for orifices.
 
How the hell i can get rid of the message log that pop up every few seconds?
it's spamming 'Recreating compositor resources ***** filter ***' it's annoying as hell
 
How the hell i can get rid of the message log that pop up every few seconds?
it's spamming 'Recreating compositor resources ***** filter ***' it's annoying as hell
I can certainly reduce its verbosity level in the next update so it's disabled in public builds.

But it's there for a reason, ideally it should not spam. In what kind of scene is this happening for you? Does it have reflective surfaces in it (shiny floors, mirrors) that are visible only sometimes? Or window cameras or any other cameras that could regularly go out of active view, or get enabled/disabled?
 
Foost updated SexyFluids with a new update entry:

v6.f2 - follow the skin

Changes Overview​

  • Implemented penetration monitoring for penis, similar to DildoLanguage v12.f2.
  • Exposed penetration state through storables and triggers.
  • Basic behavior based on penetration - do not emit cum fluids while the penis is penetrating.
  • Changed all emitters (penis, squirt, nipples) to be positioned relatively to the person's visual skin, instead of using rigidbodies or colliders. You might have to tweak positions of your colliders, especially...

Read the rest of this update entry...
 
I can certainly reduce its verbosity level in the next update so it's disabled in public builds.

But it's there for a reason, ideally it should not spam. In what kind of scene is this happening for you? Does it have reflective surfaces in it (shiny floors, mirrors) that are visible only sometimes? Or window cameras or any other cameras that could regularly go out of active view, or get enabled/disabled?
yes, i have few mirrors in the scene, and each time i'm moving my camera to different angels it spams on the game logs, driving me nuts.
 
yes, i have few mirrors in the scene, and each time i'm moving my camera to different angels it spams on the game logs, driving me nuts.
Ok, it's expected for the fluid renderers to be deinitialized when a mirror is not visible for some time and then reinitialized when it comes back into view. Good to know it's not a bug in resource handling. I'll turn down the verbosity level of the message in the upcoming update (already in review)
 
Is there a way to disable the fluids collision for the applied person atom? For instance, the milk sprays seem to clip into the breast colliders, and I would have to adjust them all manually.
Good news, this is possible now. And enabled by default for few mm-cm, depending on the emitter. It's necessary since the emitters now stick to the skin and therefore end up being inside the body's collisions even more often than before.
 
Foost.SexyFluids.6:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Can't finialize fluid renderer init, shaders are missing

Anyone else getting this error and no fluid?
 
Foost.SexyFluids.6:/Custom/Scripts/Foost/SexyFluids/data/Foost.SexyFluids.fluid_shaders.assetbundle
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Jizz resources failed to load, not initializing the fluid objects
!> Can't finialize fluid renderer init, shaders are missing

Anyone else getting this error and no fluid?
Make sure to upgrade SexyFluids to the same version (v6) on all your atoms. You can't mix different versions in one scene. Then save the scene, restart and reload. Be aware that RunRudolf's RealisticForeskinSim (and maybe other plugins I am not aware of) has an option to automatically add SexyFluids to male atoms, so check the version used on all of them.
 
hi, very like your work and plugins you make!
i have an issue - i want to add penetration value trigger to the male and i click "on value changed" i receive this text - CustomTrigger: You need to call SimpleTriggerHandler.LoadAssets() before use.
i dont understand what it want from me. What i done wrong in the setting or it is a bug?

1748079054127.png
 
hi, very like your work and plugins you make!
i have an issue - i want to add penetration value trigger to the male and i click "on value changed" i receive this text - CustomTrigger: You need to call SimpleTriggerHandler.LoadAssets() before use.
i dont understand what it want from me. What i done wrong in the setting or it is a bug?

View attachment 491471
Oh pants, my bad. Looks like I forgot to initialize the trigger helper in the published version. I've submitted a hotfix, but unfortunately reviews tend to be slow over the weekend, so it might not go live until Monday.
 
Last edited:
Oh pants, my bad. Looks like I forgot to initialize the trigger helper in the published version. I've submitted a hotfix, but unfortunately reviews tend to be slow over the weekend, so it might not go live until Monday.
Thank you!
 
That skin geometry tracking feature is nice but it's unfortunate it can't track softbody motions aswell, like when I have a really soft nipple that moves around the fluid emitter still can't quite keep up with the soft physics.
 
That skin geometry tracking feature is nice but it's unfortunate it can't track softbody motions aswell, like when I have a really soft nipple that moves around the fluid emitter still can't quite keep up with the soft physics.
Unfortunately soft-body skin geometry is available only on the GPU, it's all simulated in compute shaders. Synchronous downloads of vertex data from the GPU would be way too slow and blocking everything, asynchronous would introduce delay to emitter positioning. I have some ideas how to implement soft-body positioning, but it will be tricky and possibly never work well enough. And I won't get to try it anytime soon I am afraid.
 
When using Eosin VR Renderer, I've managed to get the particles to appear using the "Use Command Buffer Effects" option on VR Renderer, but the particles are visible through opaque objects. Anyone know how to fix this?
 
When using Eosin VR Renderer, I've managed to get the particles to appear using the "Use Command Buffer Effects" option on VR Renderer, but the particles are visible through opaque objects. Anyone know how to fix this?
First time I hear of this. There were certainly people before using the renderer with fluids and they did not report this issue.

What SexyFluids version do you use? Latest should not even need the Use Command Buffer toggle to work correctly ; I implemented last batch of workarounds for the nasty stuff the VR Renderer does to command buffers in v4 of SexyFluids.
 
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