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Hi, I was hoping I could get some help. I've been trying to run FLUIDOS for a few days and it's been crashing every time. I tried the first example in the manual a few times and then I downloaded the honey scene from Renderosity and tried that several times. No luck, it jsut keeps crashing DAZ (once, it crashed and wouldn't open DAZ at all until I restarted the computer, which was a very weird experience on a mac).
I'm on a Mac M3 with DAZ Studio 4.24.0.4 .
The logs from DAZ:
And the logs from FLUIDOS:
I'm sure I've missed a step or am soing something wrong here, but can't figure it out myself. I'd appreaciate any help!
Thanks
Is OpenCL enabled (in the Fluidods Domain)? If so, disable it . OpenCL might not function on macOS, as it was deprecated for recent macOS versions.
What is the Fluidos II edition you have? LITE, Complete, an upgrade?
Hoping maybe someone can explain what I'm doing wrong or if I missed something. I'm trying to test running fluids through a pipe and well...it's not working. I have a screenshot of what it does with the prop loaded in at default, and another after I used the thickener plugin on it. Most of the fluidos values are at default, except I turned on viscosity. I do have everything parented to the domain that needs to be.
How does the cell size compare to the separation between the layers of the pipe, or even the diameter of the pipe?
I was trying between 2.00 and 2.50 but it didn't seem to matter. I notice the liquid seems to just go through most geometry I try even though they aren't paper thin.
Could you upload the .duf here so I could check the scene?
Here you go. Very simple, I made a tube in zbrush but also used the thickener on it so you can test on both objects.
I checked. I changed the Cell size to 1.0. The results are in the uploaded image:
The cell size must be smaller than the pipe wall thickness; otherwise, the fluid could filter through the wall.
Another option is to increase the wall thickness.
Ah ok, I understand now. I tried the wall thickness setting a couple times and I don't think i liked the results. I'll probably have to play with that more. Thank you for your help.
You're welcome!
So, I was asking about it elsewhere, but is there a way to create a fluidos animated simulation in DAZ Studio, let's say it would be a 100 frame simulation, and then I could 'export' it by 'baking' the simulation as 100 unique per frame geometries?
When you run a Fluidos simulation, the resulting geometries are saved ("baked") in a folder selected by the user. A Fluidos Mesher can point to this folder and reproduce the geometry without the need to redo the simulation.
If you want to use the simulation outside of Daz Studio, an option is to export the geometry (as reproduced by the Mesher) as .obj files.
Thank you for the lead!
I've looked around and I haven't seen an option to export to obj files.
But really what I'm after is the ability to animate a scene file with fluidos in DAZ Studio 4.24.0.4 and still be able to use it in Daz Studio 2026. If in theory I had the fluid simulation existing as a keyed sequence of objs, then it wouldn't matter that the script doesn't work in DS 2026 yet.
Do you have a workflow for preparing a scene with fluidos suitable for opening and rendering in DS 2026?
To put it another way, what I want is basically to have the shapes of the simulation in the scene file without the domain or mesher or scripts to still be existing inside the scene file. I understand that could lead to a potentially very large scene file but that's a tradeoff I might be willing to make in some circumstances.
Just select the mesher in the point you want to grab the smulation and export to OBJ in the File menu, it works fine.
If you need the entire sequence exported, you can do two things: Find a OBJ sequence exporter for DAZ Studio (there are a few around for free) or go to the target folder and grab the .PLY files. You can bulk convert them to OBJ using some tools.
Anyway, you can also simply keep just the mesher, once the simulation is done, all the other plugin's nodes aren't needed, if you don't plan to redo the simulation in the future. It's not much different than having the OBJ loaded in the scene.
"Anyway, you can also simply keep just the mesher, once the simulation is done, all the other plugin's nodes aren't needed, "
Unless I am doing something wrong, if I delete everything else and just keep the mesher, save the scene file, and then open it in DS 2026, it only shows the 1 frame of simulation that I had it set to when I saved it in DS 4.24.
I think this is because even though the mesher node is present and the geometry of the one single frame is present, the fluidos settings aren't present in the mesher node when open in DS 2026 cause that still requires the FluidOS plugin to be active in DS 2026 which still isn't possible...
That's why I'm looking for a way of taking FluidOS's mesher and efficiently turning it into something that is "plugin agnostic".
It could be an insane amount of busywork but yeah I guess I could just bulk convert the ply to obj and reimport them into a scene file and just swap them in and out. I ideally don't want to have to do that but if there's no other way to make FluidOS useful in DS 2026, then so be it, I guess.
I guess, for my purposes, what I would want is something like a script that would essentially turn the mesher into a x number of just regular geometry nodes that are all keyed to appear in place one after another for one frame. It would save me hours of potential busywork.
Fluidos II isn't compatible with DS 2026 (by now), so the mesher doesn't work either. Currently, the feasible method is to export each geometry to .obj and then import them in DS 2026. Converting ply to obj with an external tool is possible, but it's less precise because the mesher may do some additional transformations (diffuse particles, fire, etc.).