Real Fluid

Plugins Real Fluid

PluginIdea

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PluginIdea submitted a new resource:

Real Fluid - Under the condition of ensuring the performance, simulate the fluid to the maximum extent.

View attachment 332734
(Important) Description of Player Edition:
The Player Edition has complete functions and does not affect the normal use effect. In other words, for example, a creator used this plug-in to create a scene for players to play. Players only need to download this Player Edition to experience all the effects brought by this plugin in the scene, without any additional operations. This is more convenient for creators to...

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The plugin tells me to go to the Creator edition while I have the Creator edition, does it work with the Creator only Tab?
 
I don’t know why this is not effective for me. Maybe you should put the paid plug -in to the classification, not the space to occupy the free plug -in
 
I have the creator edition, and is this known to happen? you can see the liquid through all obstacles, including the main menu, when the liquid is running
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Hey awesome work! I've been testing it out a bit and it has potential! Do you have any recommended settings for simulating cum fluids? I played around a bit, and while it looks quite better than the previous fluid plugins, it's still quite "blocky" when setting it to the size cum would be. So any suggestions for the settings are appreciated!

Thanks! :)
 
"1. VRRenderer(A plug-in for rendering VR video on Hub) is not supported."

Is supporting the VRRenderer's camera (and preview camera) possible for a future update or is there deeper incompatibility?
 
"1. VRRenderer(A plug-in for rendering VR video on Hub) is not supported."

Is supporting the VRRenderer's camera (and preview camera) possible for a future update or is there deeper incompatibility?
No, because it is essentially the same.May support in the future,
 
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Hey awesome work! I've been testing it out a bit and it has potential! Do you have any recommended settings for simulating cum fluids? I played around a bit, and while it looks quite better than the previous fluid plugins, it's still quite "blocky" when setting it to the size cum would be. So any suggestions for the settings are appreciated!

Thanks! :)
This fluid rendering scheme is mainly for the balance of performance and perception.It can be said that I have done my best to optimize this aspect.Fine-tuning may be required for liquids with specific requirements.That's why I added the preset function.
I don't have any suggestions specifically for a certain liquid.Because it's related to the actual scene.
 
The plugin tells me to go to the Creator edition while I have the Creator edition, does it work with the Creator only Tab?
The Hub plug-in page has instructions.The creator version can freely adjust all settings of the plug-in.
I have the creator edition, and is this known to happen? you can see the liquid through all obstacles, including the main menu, when the liquid is running
View attachment 334774

Compatibility issues,Not compatible with "moyashi post processing",I have made an additional explanation on the plug-in page.
 
I don’t know why this is not effective for me. Maybe you should put the paid plug -in to the classification, not the space to occupy the free plug -in
The normal version can also be used, but not all parameters can be adjusted freely.You may have a compatibility problem.Please check the description on the plug-in page.
 
can i request support for the VRrender plugin?
also, how do you record it with the window camera? i can't get it to show up at all using the windowCamera, in the free version.
 
PluginIdea updated Real Fluid with a new update entry:

New features and improvement effect.

According to the feedback and suggestions of some supporters, I made this update.

View attachment 345128
1. The range of velocity slider of fluid is adjusted and extended to a larger range.
2. Added an event to clarify the existing particles.
View attachment 345129
3. Now the particle size can change with the life cycle of fluid particles, and you can set the starting and ending sizes of particles. You can also simply adjust the transition curve(Adjust with the Max...

Read the rest of this update entry...
 
Hi, thanks for making this plugin, its much better than the other fluid plugin.

However, there seems to be a depth problem at close-ups, which is fixed by either scaling the entire scene by 5 or scaling the BlurCurve distance. The liquid appears over the skin when it should be under it. A fix seems to be changing blurCurve.Evaluate(dis) to blurCurve.Evaluate(dis*OverallScale) where OverallScale = 0.2f;.

Feature Request: Could you add an "overall scale" slider that scales the "dis" variable in
blurCurve.Evaluate(dis) and the "BlurDepthFalloff" SSF shader parameter?

Attached: From the front the liquid should not appear (wrong.png), because from the side (side.png) we see the particles are inside the mouth. I think it has to do with the BlurCurve being too large for small distances (which Is why I think adding a scale option to "dis" would make the liquids look better up close). Changing "dis" to "dis/5" and BlurDepthFalloff to BlurDepthFalloff/5 fixes the issue as seen in "correct.png"

Possible explanation:
This is what I think is happening:
1. Large Spheres are rendered
2. Depth texture is smoothed out with blurring to make it look like fluid, with as the "BlurRadius" having different effects depending on the distance to the camera, as well as BlurDepthFalloff
3. This removes the edges of the large spheres making it look like a small sphere was rendered, but now the small sphere looks like it has the wrong depth and pops out too far for close-ups, if there is too much blur close up
 

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Hi, thanks for making this plugin, its much better than the other fluid plugin.

However, there seems to be a depth problem at close-ups, which is fixed by either scaling the entire scene by 5 or scaling the BlurCurve distance. The liquid appears over the skin when it should be under it. A fix seems to be changing blurCurve.Evaluate(dis) to blurCurve.Evaluate(dis*OverallScale) where OverallScale = 0.2f;.

Feature Request: Could you add an "overall scale" slider that scales the "dis" variable in
blurCurve.Evaluate(dis) and the "BlurDepthFalloff" SSF shader parameter?

Attached: From the front the liquid should not appear (wrong.png), because from the side (side.png) we see the particles are inside the mouth. I think it has to do with the BlurCurve being too large for small distances (which Is why I think adding a scale option to "dis" would make the liquids look better up close). Changing "dis" to "dis/5" and BlurDepthFalloff to BlurDepthFalloff/5 fixes the issue as seen in "correct.png"

Possible explanation:
This is what I think is happening:
1. Large Spheres are rendered
2. Depth texture is smoothed out with blurring to make it look like fluid, with as the "BlurRadius" having different effects depending on the distance to the camera, as well as BlurDepthFalloff
3. This removes the edges of the large spheres making it look like a small sphere was rendered, but now the small sphere looks like it has the wrong depth and pops out too far for close-ups, if there is too much blur close up
Thank you for your advice.By default, the plug-in provides a curve to adjust the blur degree of the depth map.But maybe this curve won't happen on my own computer.

Maybe I should provide a curve definition that players can customize in a later version.
 
Hi for some reason the plugin for me is not working at all. I downloaded the demo scene and have all the prerequisites but for some reason when i press emit on either the water or the other one i get nothing at all? Any help would be appreciated, what am i doing wrong??
 
Hi for some reason the plugin for me is not working at all. I downloaded the demo scene and have all the prerequisites but for some reason when i press emit on either the water or the other one i get nothing at all? Any help would be appreciated, what am i doing wrong??
You can provide more detailed information, including whether there is any relevant error information.
 
Testing with free version. No error log lines. Attempted version 11 and version 12.

Plugin UI is visible, free settings/sliders able to be manipulated. Clicking 'Start Emit'/'StartEmitWith Code' does not release particles (nothing is visible). Attempted with default settings. Attempted with various settings including 'MainColor' and 'MainAlpha'. Attempted on various assets including 'Empty'.
 
I couldnt see anything happening either. Messed with the settings. Used default. Reloaded in. I put it on a male person atom. Is that a problem?
 
hello what is max generated atoms per second that can be used in code?

is it not possible that things like colour and alpha are set independtly for each atom of fluid? now as the atoms are generated as i change eg alpha in plugin it also change alpah for fluid that is already generated.

how many atoms may exist at once?

i try with code : 1,1,15000;0.5,1,7500; and when atoms are colide with object and disperse around sceen then it do not look like thre is 15000 of them.

Another few question after using for a while.

- if i turn of AutoGranulity, then it seem that i can see particles: the higher rate of autogranulity the smaller distance its visible ( refraction do not seem to couse that). so at AG at max i see particles only about 0.5m from place of emmit.

- are there any shortcut for Emit/Emit With Code/Stopemit/Clear all particle? there are so many options to set that scrolling up and down just to emit is awfull.

- on attached picture i emit 2000atoms, the ray seem quite intact, but as atoms go through sphere on left end ist not consistnent but parted into some sphere like chunk. why is that?

- if i start to emit eg 10000k then that stable ray seem too like chunk (second picture) why is that ? why emiting so many atoms at once do that , if i emit about 200-500 ray seem consistent
 

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hi.
how to make this plugin interact with waterpro?
i mean so that the fluid collider affects the surface of the water of your waterpro plugin.
 
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