Jet Fluids

Latest Version Is 0.09

JetFluids is a Cinema 4D Plugin based on the Jet Framework.

Available for Cinema 4D R20, R21, S22, R23 and S24 on both OSX and Windows.


New Features In 0.09

  • Added Fields support for the LevelSet Solver. This will apply force directly to the volume to move the liquid.
  • Added "Force Only" checkbox to emitter tags. This option can be used with the LevelSet Solver to apply a force inside a liquid, but not emmit any new fluid to the volume.
  • Added Match TimeLine button to the Object Tab. When pressed it will set the Length to be the same as the current length of the timeline for your scene.
  • Added animatable Gravity checkbox to let you enable/disable the effect of gravity during siumulation.
  • Gravity direction can now also be animated.
  • Renamed "Allow timeline scrubbing" to "Live Viewport Previews".
  • Fixed the "Live Viewport Previews" so that they now correctly load and display the cached external frames, in the viewport, while simulating.
  • The "Live Viewport Previews" is now enabled by default. You can disable it if you find your system is having stability issues during simulation.
  • The external "Cache Filename" can now be a local name. When caching it will write out the files to the same location as your c4d.
  • Added multiple warning dialogs to help ensure the "Cache Filename" is correct before simulating. Checking that the folder exists, that is local or relative and that their is also an actual filename to the path and not just a folder name.

Features 0.08

  • Solvers for FLIP, PIC, APIC, LevelSet and Smoke.
  • Emitter Tag.
  • Collider Tag.
  • Scene Object.
  • Cache simulations internally in the C4D file or externally to disk.
  • Cach each frame as a C4D file for meshes and particle simulations.
  • Cach each frame as an OpenVDB file for volumes and density grids.
  • Play back cached simulations interactively by scrubbing the timeline in the viewport.
  • Simulate viscous fluids using the LevelSet Solver.
  • Animate emitter direction and velocity in single shot, pulse or continous mode.
  • Emitters can innherit velocity from moving objects, such as rigidbodies or animation nulls and objects.
  • Multithreaded using Intel TBB for improved performance on Intel CPUs.
  • And lots more... please see the video tutorials.

Getting Started Workflow

  1. From the main menu choose Plugins4D->JetFluids->New Test Scene.
  2. Expand the Scene Object in the Object Manager.
  3. Select the "LevelSet Solver".
  4. Switch to the Cache Tag.
  5. Press Start Caching.
  6. The simulation will now start caching and you will see the live feedback in the viewport.
  7. When the caching has finished you can play your scene to see the end result.
  8. Saving this scene will include all the cache data in the C4D file because by default the Cache Mode is set to Internal.

Caching Externaly

  1. Select the "LevelSet Solver".
  2. Switch to the Cache Tag.
  3. Set the Cache Mode to "External".
  4. In Cache Filename give your output files a name such as "output". When the files are saved they will be saved as output_00001.c4d, output_00002.c4d etc...
  5. If you want to export VDB files instead then you can switch to the "Display" tab and change from Mesh type to Volume. Now the out files will be output_00001.vdb, output_00002.vdb etc...
  6. Save your C4D scene in a new folder on your computer. If your scene is not saved then it will not be able to write the files out to disk since it won't know where to put them.
  7. On the Cache tab press the "Start Caching" button.
  8. The simulation will begin caching and the files will be output to disk. You will see the live preview of the simulation in the viewport as it is caching. If for some reason you have stability issues you can uncheck the "Live Viewport Previews" checkbox.
  9. When the scene has finished caching you can press play in the timeline to see the end result. This will load in all the cached c4d, or vdb, frames of your simulation in real time as you scrub backwards and forwards in the timeline.

Videos

Please be aware that the interface changed during the plugins development, which is why it looks different in the first few videos.


Solvers



Tags


Scene and Menu



Examples


Version History

Version 0.09

  • Added Fields support for the LevelSet Solver. This will apply force directly to the volume to move the liquid.
  • Added "Force Only" checkbox to emitter tags. This option can be used with the LevelSet Solver to apply a force inside a liquid, but not emit any new fluid to the volume.
  • Added Match TimeLine button to the Object Tab. When pressed it will set the Length to be the same as the current length of the timeline for your scene.
  • Added animatable Gravity checkbox to let you enable/disable the effect of gravity during siumulation.
  • Gravity direction can now also be animated.
  • Renamed "Allow timeline scrubbing" to "Live Viewport Previews".
  • Fixed the "Live Viewport Previews" so that they now correctly load and display the cached external frames, in the viewport, while simulating.
  • The "Live Viewport Previews" is now enabled by default. You can disable it if you find your system is having stability issues during simulation.
  • The external "Cache Filename" can now be a local name. When caching it will write out the files to the same location as your c4d.
  • Added multiple warning dialogs to help ensure the "Cache Filename" is correct before simulating. Checking that the folder exists, that is local or relative and that their is also an actual filename to the path and not just a folder name.

Version 0.08

  • This version contains a fix to Jet Fluids for S22 and R23 users. There was a bug introduced to S22 that stopped the OpenVDB volumes from updating in the Viewport. A work around for this has been added to Jet Fluids 0.08 so that if you cache a simulation as OpenVDB you will now be able to see it in your viewport again when you scrub your timeline.

Version 0.07

  • Stability fix: On some systems C4D was crashing during simulation caching. This has been fixed and simulations should now cache without any issues.
  • There were also some reports of issues that occurred when scrubbing the timeline while caching. Due to this the live timeline scrubbing update is now disabled by default. There is a checkbox on the Cache Tab to re-enable it if you still wish to scrub the timeline. The issue was only present on some machines.

Version 0.06 HOT FIX/UPDATE

  • Added Intel TBB support for OSX. It will now use all your cores for the simulation. Leading to faster simulation times.
  • There was no change to the Windows version so the version number has remained the same for both osx and windows.
  • Windows has included Intel TBB support since version 0.04.

Version 0.06

  • Emitters are now tags
  • Each of the Fluid Solvers is now a separate object
  • Saving of Internal OpenVDB cached sims now work correctly
  • You can now set the initial velocity of fluids in Emitters. Including taking into account a moving emitters current velocity.
  • Emitters and Colliders can now be used inside of Cloners, Array Objects and as Particles.
  • Improved support for animated moving or rotating Emitters and Colliders.
  • Emitters can now be Constant, One Shot or Pulse every X number of frames.
  • Emitters can now be turned on/off by Enabling or Disabling them. If One Shot is used then it will do a new shot every time you enable it.
  • Emitters and Colliders will now look to its parent object to find the scene it should be working in. Otherwise you can specifically set the Scene that you wish it to work with by linking it.
  • Colliders now have an option to flip the normals allow you to keep liquid inside of objects.

Version 0.05

  • Updated to the latest Jet Framework (16/9/2019)
  • Added ability to enable/disable emitters during playback and while animating.
  • You can now have multiple emitters in your scene and have them turning on and off individually.
  • Negated the OpenVDB volumes for GridLevelSet Liquids. Now you only need to place them under a VolumeMesher without having to adjust the slider.

Version 0.04

  • Windows Speed Up (10x faster using Intel TBB)
  • Added Grid - Smoke simulation option
  • Caching frames externally to disk
  • Now also creates OpenVDB volumes (and .vdb files when cached to disk).

Version 0.03

  • Fix for rendering when using a MoGraph Cloner in multi-instance mode.
  • Now supports correct rotation and scale of emitters and colliders.
  • You can now animate procedural shaped Emitters and Colliders.
  • Be aware that if you have animated emitters or colliders in your scene that you should not move them during caching otherwise it will pick up the change and alter the simulation.

Version 0.02

  • Fixed the issues where Hybrid methods required a Collider object. You no longer need to add a collider object to these simulations for it to work.
  • Fluid Display Tab now has an addition option Create Thinking Particles: When enabled it will create the thinking particles that can be used for rendering. When unchecked it deletes the thinking particles group.
  • You can now render Fluid particles by using a MoGraph cloner and multi-instances.
  • Fixed up issues related to rendering using Team Render.

Version 0.01

  • Initial Release