-- Contents:
- Fluid Dynamics script.
- Plugin presets containing various fluid presets.
- Two demo scenes:
*Demo scene #1: to demonstrate settings to use for sticky fluid on female atom.
*Demo scene #2: to demonstrate various fluid particle physics parameters.
-- How to use?
- Simply load the FluidDynamics.cslist script file on an Empty atom or CUA Atom, the atom control Z axis is going to be the fluid emission direction.
-- Description & main features:
- Particle based fluid simulation that runs fully on the GPU using compute shaders, with some optimizations like spatial hashing to make 120k particles doable in realtime.
- Simulation physics logic is based on the Smoothed Particle hydrodynamics method or ''SPH'' for short.
- Render method is a screen space render method (not tested for VR). Customizable in color, refraction and reflection. Supports vam camera exposure settings & all camera types including screenshot cameras.
- Preset System: ability to save & load your custom settings.
- Full Animation Support: Every slider, Toggle or Button in the plugin can be controlled with timeline animations.
- Extra features like hard stickiness which allow particles to be stuck to person colliders or any primitive colliders in scene.
- Primitive collider support, collides with all primitive colliders in scene (sphere, box, plane & capsule colliders)
- Mesh collider support, still in experimental stage & eats up a lot of fps if enabled so it is disabled by default. It is recommended to use primitives & hide them afterwards for collision with environments for example.
-- Important Notes:
- The main parameters that will affect performance are the following:
- Simulation Smoothing Radius: This determines how far to look for neighbouring particles. More radius distance = more realism but with added impact on performance. (keep at 0.2 for best balance)
- Fluid Resolution Scale: This downscales the rendered screen space fluid for performance. For 1440p monitors 0.5 is a good balance, You might wanna lower this value if your monitor is 4K for example.
- Rest Density: This is the target particle density per cubic meters, Higher values are more realistic but with added fps impact.
- Anisotropy: This flattens the spherical particles into ellipsoids to smooth out the final rendered fluid, the difference is minimal with a high fps impact so it is kept off by default.
- Render Camera: Choose which camera to render the fluid on exclusively, by default this is set to Auto which will render on all currently active cameras. choose "MonitorRig" to render only on player view for max performance.
- The other parameters are essentially pretty straight forward, like adjusting fluid color or stickiness... etc.
-- Tips:
- You can use timeline to animate emission in spurts.
- You can use Parenting plugins like Bone Control to parent the fluid emitter to genitals. (native support for genital orifices will be added in later updates)
-- Demo scene #1 Preview:
-- Demo scene #2 Preview:
-- Snaps:
-- Plugin UI:




-- Scenes in Package:
-- Credits:
- @MacGruber for Utils script, Used to fetch compute shaders & surface shaders from .assetbundle file.
- Fluid Dynamics script.
- Plugin presets containing various fluid presets.
- Two demo scenes:
*Demo scene #1: to demonstrate settings to use for sticky fluid on female atom.
*Demo scene #2: to demonstrate various fluid particle physics parameters.
-- How to use?
- Simply load the FluidDynamics.cslist script file on an Empty atom or CUA Atom, the atom control Z axis is going to be the fluid emission direction.
-- Description & main features:
- Particle based fluid simulation that runs fully on the GPU using compute shaders, with some optimizations like spatial hashing to make 120k particles doable in realtime.
- Simulation physics logic is based on the Smoothed Particle hydrodynamics method or ''SPH'' for short.
- Render method is a screen space render method (not tested for VR). Customizable in color, refraction and reflection. Supports vam camera exposure settings & all camera types including screenshot cameras.
- Preset System: ability to save & load your custom settings.
- Full Animation Support: Every slider, Toggle or Button in the plugin can be controlled with timeline animations.
- Extra features like hard stickiness which allow particles to be stuck to person colliders or any primitive colliders in scene.
- Primitive collider support, collides with all primitive colliders in scene (sphere, box, plane & capsule colliders)
- Mesh collider support, still in experimental stage & eats up a lot of fps if enabled so it is disabled by default. It is recommended to use primitives & hide them afterwards for collision with environments for example.
-- Important Notes:
- The main parameters that will affect performance are the following:
- Simulation Smoothing Radius: This determines how far to look for neighbouring particles. More radius distance = more realism but with added impact on performance. (keep at 0.2 for best balance)
- Fluid Resolution Scale: This downscales the rendered screen space fluid for performance. For 1440p monitors 0.5 is a good balance, You might wanna lower this value if your monitor is 4K for example.
- Rest Density: This is the target particle density per cubic meters, Higher values are more realistic but with added fps impact.
- Anisotropy: This flattens the spherical particles into ellipsoids to smooth out the final rendered fluid, the difference is minimal with a high fps impact so it is kept off by default.
- Render Camera: Choose which camera to render the fluid on exclusively, by default this is set to Auto which will render on all currently active cameras. choose "MonitorRig" to render only on player view for max performance.
- The other parameters are essentially pretty straight forward, like adjusting fluid color or stickiness... etc.
-- Tips:
- You can use timeline to animate emission in spurts.
- You can use Parenting plugins like Bone Control to parent the fluid emitter to genitals. (native support for genital orifices will be added in later updates)
-- Demo scene #1 Preview:
-- Demo scene #2 Preview:
-- Snaps:
-- Plugin UI:




-- Scenes in Package:
-- Credits:
- @MacGruber for Utils script, Used to fetch compute shaders & surface shaders from .assetbundle file.