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SexyFluids

Plugins + Scripts SexyFluids

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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?
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?
 
1774705376337.png

In future, would it be possible to adjust string length/strength? I love it when they appear :)
 
Shower scene please!
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.
 
View attachment 577961
In future, would it be possible to adjust string length/strength? I love it when they appear :)

It's still somewhat controllable, but ultimately quite random.

You can configure the maximal length before the stretched segments break. But since they are just straight "lines" with a bit of shading magic applied, long ones do not look very good. It defaults to 10cm I believe.
1774814837392.png


Now to make them appear, it's actually a bit of a bug that I decided to leave as is. Sometimes the "stream" fluids emitted from the penis collide immediately with the tip, which makes them a candidate for joining with the contacts on the skin. You can kind-of cheat the plugin to make this "problem" happen more often, by moving the emitter slightly backwards, like this:
1774815153909.png


I believe the maximal distance for initial joining is 15cm and is not configurable at the moment. But more would most likely look quite weird anyway.
 
@Foost At least now I know how to make them appear more frequently.
Thank you for your hard work on this plugin. Really looking forward where it goes
 
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.

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...
 
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.
 
Foost updated SexyFluids with a new update entry:

v15.f5 - shiny fixes

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...

Read the rest of this update entry...
 
Is it posible to make it so collision triggers, trigger when colliding with particles from the fluid plugin?
 
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?
 
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?
Figured it out. Added a trigger instead of the plugin itself.
 
Is it posible to make it so collision triggers, trigger when colliding with particles from the fluid plugin?
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.
 
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..
 
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.
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 cool to let say put a "collision trigger at the left and right eye, and then make the trigger close on the eyes when hit with the fluid.
 
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..
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.

What you can do now is:
  • Significantly reduce the emission velocity
  • Reduce emission rate, tweak burst lengths
  • Play with simulation speed and gravity on the advanced tab
But it will still most likely look more like slowly dripping waterdrops than a viscous fluid, there is really no interaction between the individual fluid particles.

I tried to put something together, not great, not terrible. Reducing the emission rates would probably help.

 

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