Fluidos: use it to create blood?
in The Commons
Hi all,
I saw this amazing plugin called Fluidos, and a preview image that showed it being used to create tears. Now I was wondering, can it also be used to create blood running down a G8 figure, out of a "wound"?
If so, is there a tutorial out there on how to set that up? It would sway me towards buying it, if this were possible :)
Many thanks,
Me

Comments
Yes. You would just follow any of the tutorials for the water simulations and instead apply a blood shader to the resulting mesh instead of a water shader.
Thanks!!! And where can I find these tutorials?
The videotutorials are included in the package and there is a detailed user manual end a recipes document too.
And in this thread are more tips:
https://www.daz3d.com/forums/discussion/273541/released-fluidos-a-fluids-simulator-plugin-for-daz-studio-commercial
Here is the way I created the tears scene: https://www.daz3d.com/forums/discussion/comment/3934416/#Comment_3934416
Blood is actually easier (on your machine anyway) to simulate than water. Viscous liquids can get away with a larger cell size during simulations and still look realistic, and this greatly speeds up the simulation time.
Thank you very much!!! I will study them!!!
Kind regards,
Me
Way cool! I never thought of that!
Another quick question: I have created a couple of displacement maps that give me some "wound geometry" on my figures. Will the Fluidos simulation take the displcament caused by the displacement map into account?
Thanks a lot,
Me
No, it only looks at geometry as collision sources.
So it will treat the geometry of my G8 figure as if the displacement map was not applied?
Thanks a lot,
Me
You could use the deform tool to actually make a dent in the model to accomplish that. I made a dent, and put the source in it, when messing around with it. Worked pretty well. Up the viscosity in the domain to maybe 6 or 7, enable diffuse particles in the domain, and lower the velocity of the source, for running or dripping. Slap a cone or sphere in front of the source, parent it to the domain, and run the sim and it'll look more natural as it comes out too! Just remember to hide the cone/sphere before rendering.
Just to add: I've been trying out displacement maps, myself, and notice they only appear when rendered. In your regular working view, nothing appears, just like pores and stuff don't get applied until rendering. That's probably why. Fluidos most likely ignores those because they appear when the render algorithm is applied, not actually when the model is there.
You could probably just use the decal as a guide for the deform tool to hollow out the area. The only problem is, the deform tool seems to be really ham fisted, inaccurate, and unintuitive for new users. From what I've read, if you have the know-how, you're probably better off just exporting the model into hexagon, manipulating what you need, and re-importing it as a custom morph, for better accuracy. I dunno about that, tho, as its just a theory and turorials for doing that are sparse, or for older versions of Daz.