The fluid sim plugin for Carrara, FLUIDOS 1.4, updated 2018-01-08

The fluid sim plugin for Carrara, FLUIDOS 1.4, updated 2018-01-08

The fluid simulation plugin for Carrara, FLUIDOS 1.4, is released now for both Windows 32&64bit and Mac since v1.4.
A free christmas present by Alvin Bémar at ShareCG: https://www.sharecg.com/v/90155/view/9/Plug-in/Fluidos.
Includes a detailed and updated manual, several test scenes and support for some AMD or NVIDIA graphics cards for acceleration.

  • Version 1.00 was released 2017-12-24.
  • Version 1.01 was released 2017-12-26, update if you got FLUIDOS early due to a bug.
  • Version 1.1 was released 2018-01-24 with the following change log:
    -Now, the depth in hierarchy is unlimited. Anything can be parented inside the Fluid Domain at any level.
    -Fluid Domain can be scaled using Overall (or its equivalent in Scale tool).
    -FluidS now can resize the diffuse particles (the default is 1.0)
    -A Range force slider allows to “thicken” the extent of the surface forces to one or two cells away the solid (default is one).
    -The user could now turn off OpenCL.
    -It was implemented three more GridFluidSim3d diffuse particles features: maximum lifetime, wavecrest emission rate, turbulence emission rate. The default values are the current ones in Fluidos 1.01
    -The manual is updated.
    -Some bugs fixed.
  • Version 1.2 was released 2018-04-27 with the following change log:
    -Viscous fluids simulation available.
    -Some advanced features are now available.
    -FluidS modifier is faster.
    -The triangle diffuse particles geometry is fixed.
    -Triangle particles can be oriented to camera now.
    -A memory leak in FluidS was fixed.
    -And some other bugs was fixed.
    -The updated manual explain details. I add two scenes in the files. In addition, there is a template for texture maps in shaders for the diffuse particles triangles.
    -The version is for Windows 64 and 32 bits too.
  • Version 1.3 was released  2018-07-21 with the following change log:
    -Faster and less memory needed for objects only partially inside the Fluid Domain
    -Added an adjust factor for high precision viscosity simulations.
    -The smoothing is better in the interfaces liquid-solid when there are curved obstacles (smooth the “stairs”).
    -Expanded the limits of particle emission rates sliders and Smoothing iterations.
    -Reduced the limits of Particle jitter factor to avoid crashes,
    -Reorganized the Fluid Domain parameters tab.
    -Added functionality for animated solids (they can push fluid now).
    -Added functionality for spatially variable viscosity
    Bugs fixed:
    -Flow force didn’t work in many scenes.
    -Point force didn’t work properly as square inverse (this was a subtle bug).
    -If an obstacle with a surface force was initially outside the domain, the plugin stops with an error when the obstacle reaches the domain.
    -Every second frame, the body forces (gravity) were applied two times.
    -If the chosen preferred device was CPU and the simulation was stopped and resumed, the device automatically was changed to GPU.
    -Diffuse particles simulation sometimes could crash the plugin.
    -CFL condition number didn’t work properly
  • Version 1.4 was released  2019-01-08 with the following change log:

    New Features:
    • Anything is source: any object can be a source (or a sink).
    • Cuboid source and Anything is source can be spatially discontinous.
    • The OpenCL simulations are around 30 % faster.
    • The simulations can use presets.
    • Line forces.
    • Spatially variable viscosity now with viscosity controls.
    • New options for objects parented to Fluidos Domain (viscosity control and ignored).
    • Support also for MacOS 64 bits.
      Fixed these bugs:

      • Some graphics cards were incompatible with the plugin.
      • Diffuse particles quantity sometimes decreases during simulation and, then, suddenly increases to limit in one frame.
      • Positive surface forces were insensible to intensity.
      • Simulations with moving obstacles enabled, sometimes are unstable (disproportionate turbulence, explosions, etc.)

Official forum thread at DAZ3D: https://www.daz3d.com/forums/discussion/220631/fluidos-plugin-for-carrara
More background info about the simulator and videos rendered in Blender: http://rlguy.com/gridfluidsim/
Original thread with some more info: https://www.daz3d.com/forums/discussion/202391/fluids-in-carrara-and-a-plugin-by-alberto-is-coming/p1

Another free christmas present, a video tutorial by Phil Wilkes:

Some more example videos by PhilW in Carrara with FLUIDOS:

And a few videos from Alberto in Carrara with FLUIDOS (older versions):

New videos from Alberto, showing the new features of FLUIDOS 1.3:

GMIC – New Plugin for Carrara by Philemo

GMIC – New Plugin for Carrara by Philemo

GMIC – new plugin online now

Philemo: “I’m please to announce the release in the near future of a new plugin for Carrara. It’s the integration of GMIC effects as a post renderer.”

GMIC (also as a plugin for Gimp and Krita), more infos here > http://gmic.eu/

More information you can find in the Daz forum > https://www.daz3d.com/forums/discussion/200861/gmic-new-plugin-announcement-teaser

Download (Windows only) > https://sourceforge.net/projects/carrara-time-savers/files/

Short Tutorial

 

 

 

LightX Plugin for Carrara by Alberto – Version 1.1

LightX Plugin for Carrara by Alberto – Version 1.1

New plugin for Carrara – LightX by Alberto (AB)

Alberto: “LightX is a plugin with three new types of lights: BulbLightX, SpotLightX and AreaLightX. They are equivalent to Bulb, Spot and Shape (disc) lights in Carrara 8.5, but the LightX counterparts have real distance squared Fall Off (inverse quadratic). In addition, you can choose an inverse custom exponent from any real number from -2 to 5.”

More Infos see here -> https://www.daz3d.com/forums/discussion/182366/distance-squared-fall-off

Download you can find here -> https://www.sharecg.com/v/88725/browse/9/Plug-in/LightX

PDF included, for Windows (32 & 64 bit) and Mac (64 bit).

Update: Version 1.1 is online now: https://www.daz3d.com/forums/discussion/187136/lightx-1-1-free-plugin-now-more-lights

 

NoPokethrough plugin for Carrara, upcoming release by Philemo

NoPokethrough plugin for Carrara, upcoming release by Philemo

Philemo has been busy with creating useful plugins for Carrara lately. This time it is the NoPokethrough plugin for Carrara, that had a free alpha version some time ago, but has now timed out while we wait for an official release at a Carrara content store. So what is it exactly? Philemo explains:

It’s a modifier you can apply on any figure or prop that removes poke through. It also creates morphs so that you don’t have to do the computation every time you do something.
Morphs are keyframed and you can add different ones for different situations (a poke through created by a particular posture).

Latest status update by Philemo from 2016 November:

I’ve added a lot of features since and I’m slowly debugging it (while refraining to add more features 🙂 ). Once done, I have to compile and test for OSX and I’ll be ready to release a beta version.

So how does it work?

Add “No PokeThrough general utility” modifier to the actor or model of the cloth. You can have as much as you need (one initial, another one for cloth on cloth situation, other dedicated to a particular posture that isn’t solved by the initial one).

Target : Object to check against. Often, it’s the figure wearing the cloth, but not necessarily. Can be other clothes (cloth on cloth poke through), a prop or whatever you can intersect with. It’s better be the instance (model or actor, not the figure or a group, unlike the example). I can’t figure out why, but the intersection works better.
Distance from body : minimum distance to body. Default to 0.1 inch (2.54mm)
Dynamic : If ticked, collision solving is done whenever necessary. As it can take from 0.1 seconds, up to 2 or 3 depending on complexity, use it sparsily before creating a morph (because whenever necessary maybe quite often :-))
Morph name. Name that will be used for storing morph into the model. Will be corrected if necessary for unicity.
“Create” button : create the morph
“Update” button : update the morph offsets (resolve collision again)
Morph value : coefficient of the morph (as in parameter tab).
“Delete” button : delete the morph

This video by Philemo both explains how to use the NoPokethrough plugin for Carrara and also shows a second step-by-step method that results in better morphs:

 

The DAZ3D forum post with more info and hopefully some news soon:
http://www.daz3d.com/forums/discussion/67410/nopokethrough-plugin-alpha-version-available-for-testing/p1

 

 

Contest: Carrara Challenge #31 Music For My Eyes

Contest: Carrara Challenge #31 Music For My Eyes

The monthly Carrara contest with prizes of up to 100$ is open for entries at the DAZ3D forums.
More info and WIP contributions at: http://www.daz3d.com/forums/discussion/147136/carrara-challenge-31-music-for-my-eyes/p1

The challenge this month is to create an image Based on Music
– The intent is to make a image representing music for you.It could be an image of a band like Black Sabath, The Clash, Men With Out Hats, Josie and the Pussy Cats, It could be and individual playing in a Bar such a local talent or someone like Lenard Cohen. How about Boy Goerge or any of the newer performers. It could also be a portrait of them performing.

The intent is to allow some of the newer users to Carrara to create and display thier artwork from Carrara
– Feel free to interpret the theme broadly.

Basic rules will be:
1. – Participants must use the Carrara to set up and render the Image.
2.- Must be Musically based.
3 – Modeling an object is not required but if you have ths skills or desire give it a whirl.
4.- Postwork is allowed, but must not be the highlight of the image.
5.- Images must be new (previously unpublished).
6 – Images must be rendered in Carrara or in an external renderer for which there is a Carrara plug-in (e.g. LuxRenderer, Octane).
7 – At least one WIP (work in progress) image must be posted to the WIP thread.
8 – Screen shot of the scene in Carrara to be included in WIP
9 – Each participant may submit up to 3 images into the Challenge.

Please note, there is no requirement for the winner to host the next challenge, unless they want to.

We love our wonderful sponsors heartheartsmiley
Once again Daz will generously sponsor the monthly challenge with the following prizes:
1st Place: $100.00 towards DAZ 3D owned item(s)
2nd Place: $ 50.00 towards DAZ 3D owned item(s)
3rd Place: $ 25.00 towards DAZ 3D owned item(s)
Honorable Mention (4th place): $10.00 towards DAZ 3D owned item(s) ( may be used for best new comers).

Dates to Remember:
WIP Thread Opens: Tuesday 7 Feb 2017
Entry Thread Opens: Sunday 5 March 2017
Entry Thread Closes/Voting Begins: 12.00 Midnight Eastern Sunday 12 March 2017
Voting Ends: Sunday 19 March 2017

As with the last challenge because we are having up to three images an entrant we WILL judge the winner by their scores combined. ie if their image 1 gets 24 votes, their image 2 gets 12 votes, and their image 3 gets 12 votes then they score 48.

2nd and third and HM would be as per usual – ie based on votes for one image.

More info and contributions at: http://www.daz3d.com/forums/discussion/147136/carrara-challenge-31-music-for-my-eyes/p1

Carrara render from PyCarrara: http://pycarrara.sourceforge.net/page7.html

 

New Carrara plugin: VWD Cloth And Hair by philemot

New Carrara plugin: VWD Cloth And Hair by philemot

Philemot has released a Carrara plugin called “Carrara bridge to VWD Cloth and Hair” for the separate application VWD Cloth And Hair by VirtualWorldDynamics.
Carrara fans have received new possibilities to create realistic cloth and hair simulation for even better still and animations.

Comment from PhilW:
That’s one of the reasons I really like using cloth dynamics, everything just seems to sit more naturally on the figure. I know it is generally more work than using conforming clothing, but there are definite benefits. And of course if animating, you get more natural movement.

DAZ3D main forum thread:
Dynamic cloth + related Carrara plugins – Best Practices, Tips and Renders thread tips:
-Tutorial by Philemot, start here: https://www.youtube.com/watch?v=mQCOEBNMqeU
-Informative post in the main forums.  This includes some practical advice.  Check it out.  Bookmark it.

Example renders by PhilW:

The dress and texturing (and hair) are all done by PhilW. Rendered in Octane Render for Carrara.

PhilW: Just a quick one to try out a new casual outfit that I made in MD and then textured and draped in Carrara using VWD, then rendered with Octane Render for Carrara. The room and furnishings are from the old Dream House collection.

 

 

 

 

 

 

 

 

 

 

 

PhilW: Just a recent image with the dress made in Marvelous Designer and draped in Carrara with the cloth plugin.