Physics, ragdoll or fluids? (Daz poser)

Hello hello, just was looking for a LONG time for some kind of at least basic physics engine for Daz or poser, kind of like how blender can make really cool fluid or drop ragdoll stuff.

I know Poser has the bullet physics thing, i was wondering if that means fluid or liquid simulations are possible in poser, and if so, could ever come to Daz or if it's possible to do it with a product now.

I was looking at Reality 4 for Daz in the product shop and it seems like it might have that ability? Not sure. Long time user of Daz, all it's missing is physics! Any help on getting liquid or ragdoll in Daz would be awesome. (Mostly liquid)

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,803

    DS does not have them, it is mainly for posing and rendering. You can create them in an actual modeling app and import the .OBJs into DS. Reality is just a bridge from DS to the luxrender renderer, so it doesn't have any of these either.

  • AllenArtAllenArt Posts: 7,172
    edited September 2017

    Fluid simulations aren't possible in either program. The only physics that Poser does is bullet, hair and cloth. The only simulations that DS does is cloth and hair, both with plugins. If there is a bullet physics plugin for DS I dunno about it (which doesn't mean much) ;).

    Laurie

    Post edited by AllenArt on
  • Noved1Noved1 Posts: 160

    @AllenArt     Oh ok i see, thanks i was wondering that 

    @ FSMCDesigns ohhh... so When you say import, is it possible to achieve motion liquid? Like imported from blender? Obj sequence maybe, textured with a daz shader possibly...

  • ArtiniArtini Posts: 9,805
    edited September 2017

    All of these you mentioned are quite easily achieved in Unity - game engine, with some addons

    or you can write your own code, as well.

    You can also transfer most of Daz assets to Unity and make simulation there.

    Unity is free to use, even for commercial purposes, if you do not exceed $100 000 yearly income.

    Latest Blender (2.80) seems to have real time simulations as well (in Eevee).

     

    Post edited by Artini on
  • Noved1Noved1 Posts: 160

    @Artini

    Oh yeah i forgot about unity, that could work. I wonder if i could import a fluid simulation from unity to be rendered animated in Daz... like i import a chair in unity from daz, have water hit it, then import the water into DAZ with the chair in the same place - and add a daz shader. Bam, right? hmm...

  • wolf359wolf359 Posts: 3,867

    Hi for Ragdoll physics poser had a python based plugin for this purpose
    that was compatible at least up to poser pro 2012,
    not sure about it working in later versions.

     

     


    http://store.smithmicro.com/productDetails.aspx?id=21456

  • ebergerlyebergerly Posts: 3,255
    edited September 2017

    If I wanted real nice fluids (or smoke or flames, etc.) or any sort of soft/rigid body physics I'd tend to use Blender, which has some amazing stuff. If you're interested just do a search for Blender fluids or physics and there are tons of videos. And they've made basic fluid and smoke and flames sims MUCH easier in recent versions. And if I wanted to include that in a Studio render I'd composite the resultng Blender and Studio renders together in Blender's compositor. 

    Post edited by ebergerly on
  • ArtiniArtini Posts: 9,805
    edited September 2017

    Just a test from Blender - rendering water hitting Contemporary Lounge Chair 2 from:

    https://www.daz3d.com/contemporary-furniture-vol-1

    image

    Fluid09pic01.jpg
    1920 x 1080 - 480K
    Post edited by Artini on
  • AllenArt said:

    Fluid simulations aren't possible in either program. The only physics that Poser does is bullet, hair and cloth. The only simulations that DS does is cloth and hair, both with plugins. If there is a bullet physics plugin for DS I dunno about it (which doesn't mean much) ;).

    Laurie

    Someone was working on one, but I don't know where he's at on it.

  • ArtiniArtini Posts: 9,805
    edited September 2017

    I think Blender is working quite well with fluid simulations.

    Below are the renders of 2 frames from animation made in Blender.

    Used Drinking Glass 05 from https://www.daz3d.com/glassware-collection-for-iray-vol-2

    image

    image

    Fluid18pic02fr035.jpg
    1920 x 1080 - 467K
    Fluid18pic01fr085.jpg
    1920 x 1080 - 541K
    Post edited by Artini on
  • Carrara particles and metaballs can be made to look like fluids

  • IvyIvy Posts: 7,165
    edited September 2017

    It maybe not what your looking for but yu might check out SimTenero   He has bunch of physic stuff , you may need to retexture it for your needs, it is no where as good as Blender physics because its thrid party plugin not built in software physics. . But even so the effect does fluid pretty well for daz studio. you just have to make your textures to fit what you need. there is a water effects too SimTenero Particle Physics - Water Emitters

    SimTenero Particle Physics - Core Engine"

    Post edited by Ivy on
  • Oso3DOso3D Posts: 15,053

    Man, I wish I liked Blender.

     

  • ArtiniArtini Posts: 9,805
    edited September 2017
    Fluid22pic02fr105.jpg
    1920 x 1080 - 969K
    Post edited by Artini on
  • wolf359wolf359 Posts: 3,867

    Indeed Blender does these things rather well if you have the patience.


     

     

  • ArtiniArtini Posts: 9,805
    edited October 2017

    Below is Daz Studio render of Genesis 8 male and fluid from Blender.

    image

    Fluid34sc03pic01.jpg
    1280 x 1080 - 476K
    Post edited by Artini on
  • JonstarkJonstark Posts: 2,738

    I bought Fenric's MDD plugin for Carrara just for the purpose of being able to integrate the result of Blender's fluid sims in, because Blender has such a superb fluid simulator.  Don't like Blender's UI, but it has some terrific capabilities, and based on several fluid tutorial vids I've seen, I don't think it will be that big a problem to figure out.  I figure I'll simply import in whatever scene elements I'm planning to have interact with fluid (or maybe a low-poly version of the same to speed calculations), then run the sim, then export back out for rendering in my primary app.  Seems simple enought in concept, but of course I haven't actually tried it yet, so I'm sure there's all kinds of Murphy's law problems that will crop up.  :)

  • JonstarkJonstark Posts: 2,738
    wolf359 said:

    Indeed Blender does these things rather well if you have the patience.


     

     

    That boat vid is so freakin cool  :)  Did you keyframe the boat movement, or is there some way of making objects buoyant and that's just natural physics?

  • wolf359wolf359 Posts: 3,867

    Hi those are not my fluid sims
     just some note worthy ones I found on youtube.
     I am pretty sure the buoyancy is calculated naturally though.

    Count me among those who do not have the patience
    for blenders fluid solver.angry

    But I do have an older seat for realfow 4 from nextlimit
     with the bridge plugins to bring my fluid &rigid body dynamics to C4D for rendering

  • wolf359wolf359 Posts: 3,867

    "I bought Fenric's MDD plugin for Carrara
     just for the purpose of being able to 
    integrate the result of Blender's
     fluid sims in, because Blender 
    has such a superb fluid simulator. 
     Don't like Blender's UI, 
    but it has some terrific capabilities, 
    and based on several fluid tutorial vids 
    I've seen, I don't think it will be that 
    big a problem to figure out. 
     I figure I'll simply import 
    in whatever scene elements 
    I'm planning to have interact
     with fluid 
    (or maybe a low-poly version of the same to speed calculations), 
    then run the sim, then export back out for rendering in my 
    primary app.  Seems simple enought in concept,
     but of course I haven't actually tried it yet, so
     I'm sure there's all kinds of Murphy's law problems 
    that will crop up.  :)"


    Hmm Jon, I just read your other post.

    MDD likely will  not work for importing a Blender fluid sim

    I use MDD extensively to import DAZ genesis meshes  for rendering character animation in C4D

    MDD requires a single mesh that has a static point /vertex count
    and deforms /animates it based on the point positions baked into the MDD file.

    Most fluid solvers Cache or "bake" a mesh for each frame 
    of the simulation and the bridge plugin will literally import& delete each mesh sequentially
    creating the appearance of  flowing liquid.

     AFAIK MDD does not have this ability

    Alembic can  cache fluid sims from other apps but those ABC files are massive in size
    easily  reaching dozens of gigabytes for short simulations. angry

  • JonstarkJonstark Posts: 2,738
    wolf359 said:

    "I bought Fenric's MDD plugin for Carrara
     just for the purpose of being able to 
    integrate the result of Blender's
     fluid sims in, because Blender 
    has such a superb fluid simulator. 
     Don't like Blender's UI, 
    but it has some terrific capabilities, 
    and based on several fluid tutorial vids 
    I've seen, I don't think it will be that 
    big a problem to figure out. 
     I figure I'll simply import 
    in whatever scene elements 
    I'm planning to have interact
     with fluid 
    (or maybe a low-poly version of the same to speed calculations), 
    then run the sim, then export back out for rendering in my 
    primary app.  Seems simple enought in concept,
     but of course I haven't actually tried it yet, so
     I'm sure there's all kinds of Murphy's law problems 
    that will crop up.  :)"


    Hmm Jon, I just read your other post.

    MDD likely will  not work for importing a Blender fluid sim

    I use MDD extensively to import DAZ genesis meshes  for rendering character animation in C4D

    MDD requires a single mesh that has a static point /vertex count
    and deforms /animates it based on the point positions baked into the MDD file.

    Most fluid solvers Cache or "bake" a mesh for each frame 
    of the simulation and the bridge plugin will literally import& delete each mesh sequentially
    creating the appearance of  flowing liquid.

     AFAIK MDD does not have this ability

    Alembic can  cache fluid sims from other apps but those ABC files are massive in size
    easily  reaching dozens of gigabytes for short simulations. angry

    Well shoot, already I might be running into trouble then :)  I did see an older thread referring to MDD as a format specifically for getting a Blender fluid sim out, but I saw no screenshots to confirm anyone has actually done this yet, so it could have been someone ignorant like me misunderstanding what was possible.  I will have to put some time together in the next couple of days to give it a try and see what does (or in this case doesn't) happen so I can confirm, and I'll post here once I know more, because I don't want to mislead anyone else who might read this thread in the future.

  • JonstarkJonstark Posts: 2,738

    Dangit, I think you're probably right.  It doesn't make sense for a fluid sim to be the same mesh just different morphs, because the water generates similar to particles as time goes on, so there would never be the same amount of vertexes as the fluid sim continues on.  I re-read the product page for the MDD importer and it seems pretty clear that it can import animations of a single object, just changing it's morphs over time.  I'll still test to confirm but I think you're completely right and this won't work for animations like I had hoped.  Although I guess it should work fine for still frames at least.

  • wolf359wolf359 Posts: 3,867

    Hi here is a very simplified example of how I import Fluid Sims
    from Realflow.


    First a low res fluid sim in realflow and exported to a "bin cache".

    REALFLOW1.jpg
    648 x 518 - 172K
  • wolf359wolf359 Posts: 3,867

    next here are the bin cache mesh files ..one for each frame.

    MESHESS.jpg
    792 x 323 - 71K
  • wolf359wolf359 Posts: 3,867
    edited October 2017

    And finally here is the simulation imported to maxon Cinema4D.

     

    IIRC  some Clever python coder made a plugin for poser that imported realflow meshes many years ago
     probably long lost to the ages now.

     

     

    At any rate If you have the full animate2 plugin you can use your
    MDD plugin for carrara to get animted genesis 3/8
    figures into Carrara  so its likely
    a useful purchase for you overall.

    c4d-import.jpg
    792 x 775 - 257K
    Post edited by wolf359 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,873

    obj sequence works with visibility staggered 

    seen that done in Carrara and DAZ studio

    I never got anything mdd out of Blender and lately not been able to get into either

    Did years ago import M4 and V4 into from Carrara.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,873

    its the Blender version probably too, they at least do have old ones and you can load the blend file into a later one with Cycles or Eevie.

  • wolf359wolf359 Posts: 3,867

    obj sequence works with visibility staggered 
    seen that done in Carrara and DAZ studio

    I am almost certain the script guru Mcasual has a script  to import 
    cached mesh sequences into DS


    I never got anything mdd out of Blender and lately not been able to get into either.

     

     

     The native MDD in/out for blender is rubbish I never got it working either
    The lightwave2015 MDD in/out is a joy I plan on using it for Genesis import in future projects.

  • JonstarkJonstark Posts: 2,738
    wolf359 said:

    And finally here is the simulation imported to maxon Cinema4D.

     

    IIRC  some Clever python coder made a plugin for poser that imported realflow meshes many years ago
     probably long lost to the ages now.

     

     

    At any rate If you have the full animate2 plugin you can use your
    MDD plugin for carrara to get animted genesis 3/8
    figures into Carrara  so its likely
    a useful purchase for you overall.

    Nah, I can already use Genesis3 in Carrara, and there's a freebie from Mistara that lets me use Gen 8 natively too if I want to, but I don't like either figure much.  My main figure of choice is Genesis1, with a smattering of Genesis2 and I still use M4/V4 a lot, lots more bvh and aniblocks that can be used to support he older figures (not that I'm hugely into animation, but just cause I like the freedom to do as much as possible)  :)  Still, I'm sure I'll find other uses for MDD eventually, but it's a letdown to find out I can't use it what I was hoping for.

    Holy cats, Realflow is expensive!  Looks terrific, wish I could afford it. 

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