Do you mean the axes showing the location/direction of the emitter? Yeah it looks like I broke that, I'll release a hotfix asap. Or anything else?Awesome plugin, thank you. Not sure if it's an issue with my setup, but is anyone else not able to see the emitter widget with this latest release?
- Fixed emitter position/orientation axes no longer being drawn while the Emitter/Area tabs are active (also added it to the Shape tab when editing an Empty)
- Removed forgotten testing/logging message
Thanks for the quick fix. works like a charm now.Foost updated SexyFluids with a new update entry:
v14.f4 - tiny hotfix
Read the rest of this update entry...
Sorry, the shower scene is not really in a release-able state. It uses my port of a DOAXVV environment which I never properly finished or released, and the pose in the vid is one of many from an unfinished scene in the environment.Shower scene please!
View attachment 577961
In future, would it be possible to adjust string length/strength? I love it when they appear![]()
Sorry, the shower scene is not really in a release-able state. It uses my port of a DOAXVV environment which I never properly finished or released, and the pose in the vid is one of many from an unfinished scene in the environment.
If you are only after the environment itself, Orpheaned created a version of the same environment, it's available here. Unfortunately it's huge, probably because it contains several alternative versions and very high resolution lightmaps: https://hub.virtamate.com/resources/env-chambre-doax-remix.41339/
Maybe one day I'll create a small demo-scene in my port of the environment and release it as it is now, even if it's not really finished.
Yes the shower preset is there, it's documented in the update.I just want the shower preset for the plugin actually. (Maybe it's in there already? I haven't tried the last couple updates yet.)
Edit: I might be confusing this with a different fluid plugin thread...
Yes the shower preset is there, it's documented in the update.
This update consists mostly of fixes to fluid shaders:
- Fixed VAM's camera exposure setting being applied to light transmitted and refracted through fluids, effectively applying the exposure twice.
- Fixed fluid normal vectors being slightly off in VR.
- Fixed performance issue where scene which used only Empty atoms as fluid emitters would not share the fluid renderer's compositor between the fluid instances. Each Empty emitter would do all stages of the fluid rendering on its...
Figured it out. Added a trigger instead of the plugin itself.I'm having issues getting this to work with timeline. I add penis: burst as a target but it wont trigger while playing the animation, but i click it in the target section it starts. Any ideas?
It would be possible, but I am not sure how to best approach this. Trigger for each particle collision would completely kill the performance. So some kind of aggregate triggers over time. But you would also probably want to know what and where was hit. VAM's trigger system really does not have a good way to communicate or handle such details. So it would probably needs to support rather advanced filtering, letting you set up various triggers for various conditions (such as "Girl B hit in upper chest region"). Really depends on what you want to achieve. Also that's quickly becoming a huge amount of work.Is it posible to make it so collision triggers, trigger when colliding with particles from the fluid plugin?
Thanks for the answer, but I was thinking about an atom, "Collision trigger", not body parts on a person, or trigger on a person.It would be possible, but I am not sure how to best approach this. Trigger for each particle collision would completely kill the performance. So some kind of aggregate triggers over time. But you would also probably want to know what and where was hit. VAM's trigger system really does not have a good way to communicate or handle such details. So it would probably needs to support rather advanced filtering, letting you set up various triggers for various conditions (such as "Girl B hit in upper chest region"). Really depends on what you want to achieve. Also that's quickly becoming a huge amount of work.
Moreover, ideally I'd prefer to one day optimize the fluid particles further and move at least some of the motion handling to the GPU, which would not be compatible with triggers. But maybe I just won't bother, it would be a huge pain to support all kinds of Unity's colliders on GPU anyway.
You can't really do truly viscous fluids. Yet? who knows, I might find some time to work on this more in the future ; but for performance reasons I will never bother with full fluid simulation, more likely "emulation" if anything. Since such detailed fluids need to stick to the actual skin geometry, not just the very approximate VAM's colliders.Thanks a lot, Foost for your work!
Maybe you have an advice for me, i want to do effect of viscous saliva, dripping from the tip of tongue.. What the best way to do it? I only found "Burst particle simulation speed" for such viscous effect, but my settings is sucks i think.. i see not exactly what i wanted)
My best result is to set emitter a bit top of tongue when mouth opened and do 0,2 burst..