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SexyFluids

Plugins + Scripts SexyFluids

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Would you be able to separate the emitter tracking speed from the simulation speed adjustment? A lot of effects look better with a sim speed of 0.5 or lower, but when using a low sim speed, the emitter tracking also slows down, so if a person is moving somewhat rapidly, the emitter placement can be off by quite a bit. When I set the sim speed to 2.0 the tracking is much better, but of course the particles then also move much more rapidly, and even if I slow their velocity/gravity etc I can't get the same effect as you do with a much lower sim speed.
 
Would you be able to separate the emitter tracking speed from the simulation speed adjustment? A lot of effects look better with a sim speed of 0.5 or lower, but when using a low sim speed, the emitter tracking also slows down, so if a person is moving somewhat rapidly, the emitter placement can be off by quite a bit. When I set the sim speed to 2.0 the tracking is much better, but of course the particles then also move much more rapidly, and even if I slow their velocity/gravity etc I can't get the same effect as you do with a much lower sim speed.
The emitter should be always tracking the character skin precisely, at your current frame rate, it's not in any way affected by the sim speed.

The issue you see is caused most likely by the fact that the emitted particles do not inherit the emitter's velocity. Which becomes more obvious when you decrease the fluid sim speed. But adding just the velocity inheritance alone would most likely break the effect you are trying to achieve in different ways. I am not yet sure how to handle this "correctly", without significant changes to everything about the fluid particle sim, something I just don't have time for anymore.

Edit: I might actually prioritize rewriting the sim, it will still be as simple as possible for efficiency reasons and run on CPU, but at this point trying to (ab)use Unity's particles does more harm than good I think
 
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The emitter should be always tracking the character skin precisely, at your current frame rate, it's not in any way affected by the sim speed.

The issue you see is caused most likely by the fact that the emitted particles do not inherit the emitter's velocity. Which becomes more obvious when you decrease the fluid sim speed. But adding just the velocity inheritance alone would most likely break the effect you are trying to achieve in different ways. I am not yet sure how to handle this "correctly", without significant changes to everything about the fluid particle sim, something I just don't have time for anymore.

Edit: I might actually prioritize rewriting the sim, it will still be as simple as possible for efficiency reasons and run on CPU, but at this point trying to (ab)use Unity's particles does more harm than good I think
A small update, I finally got rid of using Unity's particles. The sim is still running on the CPU and has no new features yet, but it should make it easier to add new behavior in the future. And it even runs a bit faster in most cases, which I did not expect.

The vid below shows the new code in action, with no obvious differences, which was the goal. Collision bounce/dampening behaves differently, but I like it more now. The guy might need a medic though.

 
Foost updated SexyFluids with a new update entry:

v17.f5 - what a drag

Fluid Motion Rewrite​

  • Spray and Steam fluids now use custom particle simulation code, replacing Unity's built-in particles.
  • Basic behavior remains mostly unchanged, and it still runs on the CPU. Spray particle bounce is different though ; and imo it looks better - see the new Shower Preset. You might need to tweak your scene a bit if needed.
  • Surprisingly, the performance is better in most cases. The new simulation is partially multi-threaded, but I...

Read the rest of this update entry...
 
Love the update! The spray dynamics overall are a big improvement, but I'm having trouble getting the same sort of sticky/drippy feel out it that I used to. Even with the bounce at 0 and dampen at 1, it seems to flow much more freely. Is there a trick to it that I just haven't discovered yet? (In the SF16 versions here, bounce is 0.10 and dampen is 0.85)

On the other hand, it seems to do a better job of following moving surfaces now (or is that just my imagination?)

SF16 (stationary)
SF16 (bounce)
SF16 (wiggle)

SF17 (stationary)
SF17 (bounce)
SF17 (wiggle)
 
Love the update! The spray dynamics overall are a big improvement, but I'm having trouble getting the same sort of sticky/drippy feel out it that I used to. Even with the bounce at 0 and dampen at 1, it seems to flow much more freely. Is there a trick to it that I just haven't discovered yet? (In the SF16 versions here, bounce is 0.10 and dampen is 0.85)

On the other hand, it seems to do a better job of following moving surfaces now (or is that just my imagination?)

SF16 (stationary)
SF16 (bounce)
SF16 (wiggle)

SF17 (stationary)
SF17 (bounce)
SF17 (wiggle)
Glad you (mostly :D) like the update. Yes, the new sim includes few cases of special handling of contacts with moving surfaces, so they do not get stuck on/inside them / bounce on them like Unity's particles do. It will never be perfect, but it should behave better now.

However, as a consequence, even at high dampen values the particles might slide off surfaces easier, if the surface points even slightly downwards.

I'll try to quickly implement some kind of workaround for particles with high dampening 🤔 Do you perhaps have this scene available somewhere for me to test with?
 
Amazing update!!
Would you be so kind as to show me a screenshot of how you made the Burst Triggers?
Thanks a lot!
 
Love the update! The spray dynamics overall are a big improvement, but I'm having trouble getting the same sort of sticky/drippy feel out it that I used to. Even with the bounce at 0 and dampen at 1, it seems to flow much more freely. Is there a trick to it that I just haven't discovered yet? (In the SF16 versions here, bounce is 0.10 and dampen is 0.85)

On the other hand, it seems to do a better job of following moving surfaces now (or is that just my imagination?)

SF16 (stationary)
SF16 (bounce)
SF16 (wiggle)

SF17 (stationary)
SF17 (bounce)
SF17 (wiggle)
v18.f5 should improve this by adding extra temporary drag to particles with high dampening, just after they collide. Please let me know how it feels.
 
Amazing update!!
Would you be so kind as to show me a screenshot of how you made the Burst Triggers?
Thanks a lot!
Sure.

First, morphs can be modified from triggers through the geometry receiver on the person atom. This receiver is rather messy, for example it includes triggers for all clothes. To keep it a bit more organized, only favorited morphs are accessible. So try out the morphs you would like to use, and enable the Fav toggle on them once you decide. In my case I use the green-circled ones for the vaginal leak, and the blue ones for anal.
1778090533350.png


Next, add a new Fluid Burst trigger for the appropriate custom emitter. Name it accordingly.
1778090697799.png


Then click the Burst Value Trigger button to edit the trigger. It has three tabs:
  • Start Actions run when fluid burst starts.
  • End Actions run when fluid burst ends.
  • Value Actions run during the burst, with the value being the time left in the burst, in seconds.
1778090799301.png


So here I just use the Start/End actions. At the start I set the morph values over time, and at the end reset them back to 0 (also using a timer).
1778090951728.png

Play with the values and the durations until it feels right.

And here's the result:

Btw at some point in the future I'd like to integrate more automatic behaviors into SexyFluids, so perhaps one day all stuff like this will work on its own automatically, if enabled.
 
Hey, loving the updates, absolute bangers! I do have a couple of questions though.
Firstly, have you tried making a creampie preset? I tried with v16 or v15, I forget, and though results were inconclusive, sometimes it did look rather interesting. Most adequate result was when I made stream droplets invisble going along the shaft with some velocity and draw stains on both male and female genitals. Not exactly real-time physics stuff, but drawing some stains during penetration is nice too. I thought "flowing out" type presets could do that in latest version, but alas that was not happening, so there's still a missing piece there in all cum realted posible interactions 😅
If I get anywhere with this idea for preset, I can share it here if you'd like that for addition or examination.
Secondly, how to get rid of the sticky bridges between neighboring stains? Doesn't seem to be valid for shower water to act like that.

1778156251357.png
1778156152406.png


Regardless, thank you so much for your excellent work!
 
Hey, loving the updates, absolute bangers! I do have a couple of questions though.
Firstly, have you tried making a creampie preset? I tried with v16 or v15, I forget, and though results were inconclusive, sometimes it did look rather interesting. Most adequate result was when I made stream droplets invisble going along the shaft with some velocity and draw stains on both male and female genitals. Not exactly real-time physics stuff, but drawing some stains during penetration is nice too. I thought "flowing out" type presets could do that in latest version, but alas that was not happening, so there's still a missing piece there in all cum realted posible interactions 😅
If I get anywhere with this idea for preset, I can share it here if you'd like that for addition or examination.
Secondly, how to get rid of the sticky bridges between neighboring stains? Doesn't seem to be valid for shower water to act like that.

View attachment 589184 View attachment 589183

Regardless, thank you so much for your excellent work!
1. Creampies are tough and might need special support.
  • One of my future plans is to allow one to pain stains on skin, save the "stain shapes" and spawn them directly at any time. But I am not sure if that would help with them, as creampies should not really stick to skin directly. But still move with the character.
  • Another idea was the option to spawn fluid particles "attached" to the emitter, i.e. they'd still move with it. The main goal was to provide a more procedural and generic alternative to the various cumclothing assets, so it would have a simple rope-like physics. But maybe it could be utilized for creampies as well.
Both are pretty large tasks, so they are not happening anytime soon (if ever)

2. No 100% way to prevent this I am afraid, currently the system does not really know it's connecting two "separate" body parts. You can reduce the Segment Length and then further reduce the Max Stretch, but they could still happen when the two body parts are closer than those values (so usually between fingers). I have some ideas how to evolve the stain system, although my main focus would be on immediate spawning instead of the batched one, and to run them fully on the GPU. And for water-like effects, I'd like to implement a completely different system for flow on skin with wetness overlay instead of abusing the stain system for wetness. But again, those are huge tasks and who knows if/when I'll get to them.
 
1. Creampies are tough and might need special support.
  • One of my future plans is to allow one to pain stains on skin, save the "stain shapes" and spawn them directly at any time. But I am not sure if that would help with them, as creampies should not really stick to skin directly. But still move with the character.
  • Another idea was the option to spawn fluid particles "attached" to the emitter, i.e. they'd still move with it. The main goal was to provide a more procedural and generic alternative to the various cumclothing assets, so it would have a simple rope-like physics. But maybe it could be utilized for creampies as well.
Both are pretty large tasks, so they are not happening anytime soon (if ever)

2. No 100% way to prevent this I am afraid, currently the system does not really know it's connecting two "separate" body parts. You can reduce the Segment Length and then further reduce the Max Stretch, but they could still happen when the two body parts are closer than those values (so usually between fingers). I have some ideas how to evolve the stain system, although my main focus would be on immediate spawning instead of the batched one, and to run them fully on the GPU. And for water-like effects, I'd like to implement a completely different system for flow on skin with wetness overlay instead of abusing the stain system for wetness. But again, those are huge tasks and who knows if/when I'll get to them.
I feel like painting stains would be quite a niche feature as it seems the user of this particular plugin are interested in dynamic effects rather than static clothing-like stains, god knows there are many of those available on the hub, but maybe I just don't see applications yet. After all options to make your own ideas come true are always a great addition to any suite.

As for creampies, I managed to make something that looks pretty good, but it's not perfect.



I still didn't fix the droplets clipping through, which I guess can't be fixed in this version as it is an older scene on v10 of SexyFluids. I think I tried reducing their size, but that messed up the stains, can't remember why I haven't made them invisible though...
Point is, if stain generating droplets can be set up to not clip like that and maybe instead congregate on the outer rim of the generator area whilst generating stains on the shaft and labia, then this would be very close to being as perfect as it can be given the possibilities of VAM.
I like this preset for how it just generates a subtle amount of stains without making it look like one of those hentai manga scenes where creampie is a cumsplosion that covers an entire woman, man, bed, city, country and planet. Just the right amount, the only thing that is missing is like I said maybe kinda like a foamy ring on the rim of the hole, fixing the clipping and maybe some more adjustments to the stain generation. Of course I will have to redo this preset on this newest version, so it might work different, but I feel like maybe there is a chance no extreme changes and additions are needed for creampies to work.
 

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Hey ! Thanks a lot for your work, it's amazing :)
I'm not a scene creator, just a guy who buys scenes and only add plugins, change preset appearance or that kind of things
I've been using SF out of the box for a while but I started tweaking some presets. Sexy fluids is automatically loaded on each new person (thanks to CheesyPluginSuite) but the preset for each emitters and the new emitters I've created and saved needs to be reloaded each time.
Is there a way to replace the default presets with the ones I've created / saved ? Many thnaks !
 
Hey ! Thanks a lot for your work, it's amazing :)
I'm not a scene creator, just a guy who buys scenes and only add plugins, change preset appearance or that kind of things
I've been using SF out of the box for a while but I started tweaking some presets. Sexy fluids is automatically loaded on each new person (thanks to CheesyPluginSuite) but the preset for each emitters and the new emitters I've created and saved needs to be reloaded each time.
Is there a way to replace the default presets with the ones I've created / saved ? Many thnaks !
I don't think Cheesy's suite is doing anything with SF :unsure: It's latest update is even older than the first SF release. I know that RunRudolf's Realistic Foreskin adds SF, but only if you have it explicitly enabled in it.

But to your question, I assume you mean auto-loading presets on new instance of SF added to a person atom? Because they do save/load with the scene once you add them of course. No, that's not possible at the moment, the initial defaults are just the defaults for given emitter, in each preset slot.

RunRudolf's forces its own presets into some slots when it adds SF (I never allow it to do that though, it's annoying). So I guess I could write a simple session plugin that would do something like that as well - add SF to all persons if not loaded yet, preload presets on them. But that would be very low on my priority list. I might at least expose a trigger to load a preset to allow anyone else to easily implement something like that though.
 
I feel like painting stains would be quite a niche feature as it seems the user of this particular plugin are interested in dynamic effects rather than static clothing-like stains, god knows there are many of those available on the hub, but maybe I just don't see applications yet. After all options to make your own ideas come true are always a great addition to any suite.

As for creampies, I managed to make something that looks pretty good, but it's not perfect.

View attachment 589695

I still didn't fix the droplets clipping through, which I guess can't be fixed in this version as it is an older scene on v10 of SexyFluids. I think I tried reducing their size, but that messed up the stains, can't remember why I haven't made them invisible though...
Point is, if stain generating droplets can be set up to not clip like that and maybe instead congregate on the outer rim of the generator area whilst generating stains on the shaft and labia, then this would be very close to being as perfect as it can be given the possibilities of VAM.
I like this preset for how it just generates a subtle amount of stains without making it look like one of those hentai manga scenes where creampie is a cumsplosion that covers an entire woman, man, bed, city, country and planet. Just the right amount, the only thing that is missing is like I said maybe kinda like a foamy ring on the rim of the hole, fixing the clipping and maybe some more adjustments to the stain generation. Of course I will have to redo this preset on this newest version, so it might work different, but I feel like maybe there is a chance no extreme changes and additions are needed for creampies to work.
Oh so you are even trying to achieve this during motion+penetration, that's certainly tricky. It's a collider mess at that point, so I'd guess even a full-blown sticky fluid sim would have a big chance of exploding. This would certainly need a dedicated support of some sorts, I doubt you could improve the look much with the current system. But I'd like to experiment with more advanced stain spawning based on "behaviors" rather than random particle collisions at some point, so maybe I'll do something to help this in the future.

I think the runaway particles might be the tiny amount of Spray you still have configured in the emitter. You probably don't need those at all. The Stream particles should disappear on contact immediately, and you have them configured very short-lived anyway.

And I feel called out about the hentai-level cumsplosions :ROFLMAO: They are fun, ok?
 
Oh so you are even trying to achieve this during motion+penetration, that's certainly tricky. It's a collider mess at that point, so I'd guess even a full-blown sticky fluid sim would have a big chance of exploding. This would certainly need a dedicated support of some sorts, I doubt you could improve the look much with the current system. But I'd like to experiment with more advanced stain spawning based on "behaviors" rather than random particle collisions at some point, so maybe I'll do something to help this in the future.

I think the runaway particles might be the tiny amount of Spray you still have configured in the emitter. You probably don't need those at all. The Stream particles should disappear on contact immediately, and you have them configured very short-lived anyway.

And I feel called out about the hentai-level cumsplosions :ROFLMAO: They are fun, ok?
I think the key to a reaaaally good preset is making simulated droplets that generate stains stick to male geometry and gradually move along the shaft generating stains on both the penis and labia without colliding with labia perhaps. Or easy way out is to make the emitter shoot from edges toward a center. And that's where these runaway particles are useful, because I figured out on further testing that my idea was to make them collect themselves on the orifice making something like big ring stain rather than some random droplet stains here and there. I managed to do that originally, but probably did not save and the recipe is gone for now. I think lots can be done here without actually adding much of new complex features.
As for cumsplosions, they sure are fun, but I am more of a subtle vanilla details guy and I get an ick from exaggerated scenes involving any liquids xD
Though I gotta say even for me the default presets you've made look pretty damn cool, that's a fine job you've done there.
 
Also, I am curious whether it is possible to expand the trigger options in the behavior tab. It's been a massive headache of mine since day 1 that all we get in VAM is "auto female genital morphs" tickbox and that's it. Seeing how impressive penetration detection is in SexyFluids with detailed debug overview and depth info, I can't help but wonder in this could be utilized to solve one of the oldest deficiencies in VAM. No need for complex set ups every time in VAMs "Jaw Physics and Triggers" tab, no more fiddling with complex systems in other plugins specifically tailored for genital penetration details, that end up still looking not that much better than default automorphs and causing conflicts with other plugins because of collider or physics edits. I'd be over the moon if I could just have an option for SexyFluids to detect penetration and set a morph to a proper number. If it could be multi-staged as SexyFluids renders several rings along the shaft imagine how tight the setup can be with a custom value for each ring. Could potentially help with tailoring creampies during penetration so it's not clipping as much. If movement vector/angle detection is added to the mix the in-out motion of the soft tissues would be absolutely glorious. Just imagining how well it would work alongside RunRudolf's suite for male gens is making me starry-eyed 🤩
 
I think I've found a bug in custom emitter handling code:
When you make a new custom emitter there seems to be an off by one error in the renaming function, making the VelocityMultiplier keep the old name in dropdown lists and save files.
When you load a scene back up again it seems to have the correct name.
I haven't looked into it deeply enough to see if it ends up just dropping the values you try to send to it or if it's just a visual bug for now.
 
I think I've found a bug in custom emitter handling code:
When you make a new custom emitter there seems to be an off by one error in the renaming function, making the VelocityMultiplier keep the old name in dropdown lists and save files.
When you load a scene back up again it seems to have the correct name.
I haven't looked into it deeply enough to see if it ends up just dropping the values you try to send to it or if it's just a visual bug for now.
Thanks for the reminder, I noticed it before and then completely forgot to note the bug down. The velocity multiplier was just not handling renames at all, so it always kept the original name. It will be fixed in the next update.
 
Also, I am curious whether it is possible to expand the trigger options in the behavior tab. It's been a massive headache of mine since day 1 that all we get in VAM is "auto female genital morphs" tickbox and that's it. Seeing how impressive penetration detection is in SexyFluids with detailed debug overview and depth info, I can't help but wonder in this could be utilized to solve one of the oldest deficiencies in VAM. No need for complex set ups every time in VAMs "Jaw Physics and Triggers" tab, no more fiddling with complex systems in other plugins specifically tailored for genital penetration details, that end up still looking not that much better than default automorphs and causing conflicts with other plugins because of collider or physics edits. I'd be over the moon if I could just have an option for SexyFluids to detect penetration and set a morph to a proper number. If it could be multi-staged as SexyFluids renders several rings along the shaft imagine how tight the setup can be with a custom value for each ring. Could potentially help with tailoring creampies during penetration so it's not clipping as much. If movement vector/angle detection is added to the mix the in-out motion of the soft tissues would be absolutely glorious. Just imagining how well it would work alongside RunRudolf's suite for male gens is making me starry-eyed 🤩
It's true that so far I've not used utilized the penetration detection much, apart from exposing it via triggers and params. It will be even improved in the next update, and cross-communicate between the plugins so you will have the params/triggers available on the penetrated person as well. It was a bit annoying when you had multiple potential penetrators in the scene, but wanted to track the deph on the female, no matter who/what is doing the job. I am even working on multi-penetrator support ; although that tends to make VAM explode anyway, so I am not sure how useful it will be, but it's fun writing the code that combines multiple penetration girth shapes into one.

The problem with using it for morphs is... who will do the morphs :p. Especially vaginal penetration morphs are kinda whatever in all plugins I tried, because they work ok with the default vaginal morph, but if you customize it too much, they fall apart. My dream is to write custom compute shaders that would understand the gens shapes and "morph" them naturally to match the girth while retaining the body shape. Something inbetween soft-body physics (which just can't handle the complex and detailed gens geometry) and morphs. But that will most likely remain a forever-dream, I don't have a year free to invest into such work sadly.
 
It's true that so far I've not used utilized the penetration detection much, apart from exposing it via triggers and params. It will be even improved in the next update, and cross-communicate between the plugins so you will have the params/triggers available on the penetrated person as well. It was a bit annoying when you had multiple potential penetrators in the scene, but wanted to track the deph on the female, no matter who/what is doing the job. I am even working on multi-penetrator support ; although that tends to make VAM explode anyway, so I am not sure how useful it will be, but it's fun writing the code that combines multiple penetration girth shapes into one.

The problem with using it for morphs is... who will do the morphs :p. Especially vaginal penetration morphs are kinda whatever in all plugins I tried, because they work ok with the default vaginal morph, but if you customize it too much, they fall apart. My dream is to write custom compute shaders that would understand the gens shapes and "morph" them naturally to match the girth while retaining the body shape. Something inbetween soft-body physics (which just can't handle the complex and detailed gens geometry) and morphs. But that will most likely remain a forever-dream, I don't have a year free to invest into such work sadly.
Explodes you mean physics explosions? That rarely happens in my scenes insofar that you don't press torso against torso too much and make sure the thrust force is not trying to send the receiver of the force into backrooms.

As for morphs, there are plenty of morphs out there that sustained me well enough. I don't think you need to make custom and integrate them like Mestre with his ExtraAutoGenitals plugin.
(He did great with that one, but I cannot manage to get morphs to just activate upon penetration without any dynamic movement. Maybe I'm just silly, but never worked for me despite the fact the plugin is very straightforward. Plus it does not manage mouths.)
There are some great morphs from AshAuryn Female Genitalia Collection, I use them literally on every model, VL13 released some useful ones recently, there is AWWalker with his morphs that are situational, but very unique and useful sometimes, BJ DX morphs are perfect and if hypothetically angle of penetration would be accounted for, one could set up some really cool and realistic "blowjob form the side" kind of poses with cheeks reacting to penetration according to depth.
The only problem I have right now with morphs really is the fact that I have to create OnEnter/OnExit triggers for some scenes in most poses within said scene. If there could be more control over conditions under which those very useful morphs are activated, I could cut my headaches by 90% at least.

Custom shaders or softbody physics would be absolutely fuckin' A fantastic, that's true, and maybe later there will be some tool to make that happen faster, but for now the best we can hope for, especially if you're using BL is morphs.
I personally wish there could be something, a shader, a plugin, anything that would account for labia majora shape as penetration happens. Make those lips somewhat a separate collider, add a joint, sprinkle some spice and everything nice idk, so it can react more like it should rather than clipping or overextending or opening too wide all the time. I make like 40% of my models akin to the way Fugtrup depicts Mei from Over.Watch and my troubles are fucking endless with all sorts off problems due to how chubby morphs edit bones or whatever, mons pubis clipping through the seam between itself and the thighs, all sorts of colliders that are supposed to guide penetration go rogue and threaten to bomb the whole scene with an unsolvable explosion. All sorts of shit is a problem once you go beyond the standard template, but genitals are the most time consuming aspect of that, since you just can't ignore them for obvious reasons, unlike some fingers that seem to press into a thigh and yet there is space for an entire Subway footlong sandwich.

It is very straining just how much work you need to do to add some details, but if done correctly morphs can deliver some really good results, despite the incessant issues, like the video I showed earlier with my preset experiments. All that is based on morphs carefully selected for near perfect result. I think with addition of more options for morph control results can be improved quite significantly. It will of course be mostly small adjustments to details, but I am confident you know how accumulation of little details and adjustments can make all the difference in the world, judging from just how expansive customization is already in your plugin :D(y)
 
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