REALFLOW TUTORIALS PDF
RealFlow Beginners Guide - Downloadable PDF In this tutorial you will learn how to recreate this simulation with RealFlow's built-in tools. Please note that. RealFlow uses a real-world, physics-based particle system to calculate Just like any 3D program, our systems can be imported into the RealFlow interface. Realflow Manual - Free ebook download as PDF File .pdf), Text File .txt) or read Beginners are guided through the software with easyto-follow tutorials and.
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Cinema 4D Tutorial – Orea Commercial. Arthur Whitehead. Discover the workflow for the Oreo Advert with tips (video production, 3D scenes, simulations). free. Tutorials for Nextlimit RealFlow. RealFlow|Cinema 4D In this webinar, Danish 3D artist and MAXON Cinema 4D Lead Instructor Thomas Andreasen. Here my 2nd Realflow Tutorial about melting an apple. There is no scripting needed and the tutorial should also work with. Realflow 4 & 5. Tel.: +49(O) /
The most important parameters are controlled with sliders. As long as tion time. In many cases, a value between 20 and 30 is sufficient. When you click on it, a menu appears. If you want to define standard values, valid for all scenes please go to Edit OS X: There is a simple rule of thumb: With higher numbers of substeps simulation time increases, but you will also get more accurate results in reward.
In many cases it is not necessary to make any changes here. These cache files are used by act: Every node is represented as a symbol with connections to other nodes.
Nodes, which are connected via a hub, influence each other — this way it is possible to connect many nodes without drawing the RealFlow is capable of exporting many other file types, e.
Alembic, Arnold Scene individual connections. Some of them can act as cache files. Cmd key, keep it pressed, and drag a new line from one node Hybrido fluids. Finally, it is possible to write out a wide variety of image formats: Simply vorticity and velocity maps as EXR files. This means that you can define the export resources for each node individually.
Alternative paths are a convenient way to prevent you from problems with insuffi- cient disk space. Simply specify other local or network volumes in addition to your primary drive. Only if this drive is out of space will RealFlow use the alternative paths in the specified order.
For this purpose you can install the free connectivity plugins. Both, connectivity plugins and the RealFlow RenderKit are complete- ly free of charge, and can be downloaded together with your copy of RealFlow from our Customer Gateway: This means that you can load particles from SPH or Hybrido simulations to create meshes directly within your 3D software.
The advantage is that you will save lots of resources, because the mesh files will not be saved — a mesh only exists as long as it takes to render it. The RealFlow RenderKit provides the following tools: It also possible to load RealWave surface with this tool.
With this state-of-the-art tool it is not only possible to create quick previews, but also complete renders in studio quality directly inside RealFlow. The workflow is the same as with any other renderer: Other Maxwell materials can be downloaded freely from the Maxwell Render material repository under http: All viewport transformations zooming, rotating, panning are considered and ren- dered in realtime. Frame, topology, and material changes are recognized automati- cally, and the render process is reinitialized.
Experienced users will surely get along easily. New customers should first read through this section to learn how to get started with the program and some of its numerous possibilities.
After RealFlow has launched, a window appears. By default, all new files are created in a certain directory. To open a file from this list, simply double-click on the desired project. Now enter a name of your choice, e. We want to go through these very first steps with you. In this basic scene a vase- shaped object should be filled with fluid particles.
The first object will be the vase: Position and scale of the newly created objects are fine and we do not have to change anything. The second node is a particle emitter and this will be the fluid source. To make everything a little more interesting, the emitter will be moved upwards and rotated. Now you can see three axis for each spatial direction. Click on the axis, pointing upwards, and move the node roughly 1 grid unit. A rotation is performed with the R key. Once this tool is active, the emitter shows three circles.
Again, each circle represents one direction in 3D space: X, Y and Z. In the upper left corner of the viewport you can see the current rotation.
With the T key it is possible to scale the emitter. Finally, go to: This means that it is not restricted to a certain area or volume. The force acts everywhere in the scene with exactly the same strength and you can place the emitter at any point in the scene without changing its properties.
Now you already have everything for your first simulation. There, they form drops and splashes and fill the object. After frames, the simula- tions automatically stops and you can scrub the timeline back and forth to evaluate the result.
To get an impression of the simulation in realtime, it is a good idea to create a preview. There you can enjoy your first simulation! This command opens an external window from the operating system to check whether all files have been created. RealFlow provides two common approaches to generate this type of fluid: Here is the nodes list: The Setup Please follow these steps: For this purpose we will use two basic expressions based on sine functions.
Finally, a few more adjustments are necessary: It is simply a place where particles can be added. With these particle-shifting methods you always have to make sure that the source emitter here: Here are the settings: This way it is possible to increase the amount of foam and get a denser look.
To get nicely shaped drops and strings, use the following settings: In fact you only have to change one thing to get nice results with this particle type. It is therefore definitely worth taking a closer look at it and exploring its parameters. In this scene, a cloth-like tissue will be simulated with the help of elastic particles.
In such a system the individual points are connected through springs, holding them together. To withdraw energy from the springs a damping parameter is also required, because otherwise the system would never come to rest completely.
All these parameters and properties can be found with elastic particles: Enter With higher values, the connections between the particles become more rigid. Use a value of 10, With low values the system acts similar to rubber. Leave the default value of Do not change the value for this simulation. When the limit is reached the connections will break.
Leave the default value. Keeping the Simulation Stable One of most common problems with elastic particles is the occurrence of exploding particles. This behaviour is the result of very high forces and the more particles, the less stable the simulation will be. Highly accelerated particles are also responsible for long simulation times.
To counteract these instabilities, please use high fixed substeps. It will also help to keep simulation times moderate, but you should be aware that RealFlow has to perform very complex calculations and they simply take time. The more particles, the more likely it is that you will see instabilities. The Simulation Now start the simulation.
It also happens from time to time that the particles tear apart and form small holes when they interact with objects. These holes are often only visible when you create a mesh. A little later, the fluid comes to rest and forms an even surface. RealFlow mimics this behaviour, but it can take some time before the fluid is totally calm. During this time you can observe the fluid sloshing and moving. One method is simply to sit and wait until the fluid has relaxed, but this can be a very time consuming task.
Please bear in mind that this approach is suited for standard particle emitters. Hybrido fluids do not have to be relaxed. At frame the fluid should be calm and relaxed.
An initial state can be saved easily: This procedure will help you get an even fluid surface you can use as a starting point for a new simulation. Depending on the number of particles, this process can take a while. The idea behind this setup is very interesting, because it is a combination of fluids, rigid bodies, and slow motion effects.
Please note that this simulation is split into two parts: Then, the interaction between the fluid and the smashing glass is done in a separate action. Here is the nodes list for the first part — the relaxed fluid: The Setup — Glass Filling For this scene, a previously modelled glass used. The very first task is to fill the glass with milk: It can be moved with the M key as well. If you have to rescale the emitter use the R key.
For the fluid in the rendered image, a value of 30 has been used. If you think that the glass is properly filled between one half and two thirds stop the emission of particles: Relaxing the Fluid In the following step you create a calm fluid surface: The Setup — Glass Shattering These are the next steps: Make it big, because it is the ground object.
Fragmenting the Glass The bullet should hit the glass exactly where the cone is intersecting the glass, because this will be the zone with the highest density of fragments: Both settings avoid that the glass will be broken into lots of very small, almost uniform, pieces.
If you are not satisfied just delete the newly created object, and repeat the fracturing process with other values. The Rigid Body Parameters In this step, the dynamics properties will be activated and adjusted. This node will be animated, but has rigid body features as well: The bullet should be fast to get a vivid splash: In this state, the bullet has infinite force.
Joining the Pieces Currently, the fractured glass will fall apart and the fluid will pour out, because the pieces are not connected. There has to be a way to reconnect them, but these joints have to break when the bullet hits the glass. Start with a rather high value, e. Let it run for around frames: This read-only field gives you a hint of the occurring forces, and can be used as a starting value.
If all joints are green and intact you can go on simulat- ing. The Simulation and Previews It is very likely that you will have to create different versions until you get the desired result — and these versions have to be compared. After a few seconds you can watch the simulation in real-time. Choose a frame with lots of details, and follow these instructions: Now click on the emitter alias and you will find two more panels: The radius of these spheres is adjusted with the emitter-related settings: As you can see, the result is already very good.
With higher settings the borders become sharper. With settings greater than you can often ob- serve the look of liquid metal which completely destroys the impression of a watery or milky fluid. Always start with moderate values between 8 and In this case, "Steps" should not be too high, because otherwise the mesh will shrink, and you might lose the connection between the mesh and the foam particles.
Channels Channels are essential for realistic rendering and they help you to visualize changes in speed, age, or density — to name but a few.
With a velocity channel, for example, it is possible to create the whitening effect of a rapidly moving fluid. There you will find several file formats to choose from. These differences are often essential for a realistic simulation. But, changing the phys- ical attributes for dozens or hundreds of objects manually is an unrewarding task.
This helper converts the objects, so they can be used with RealFlow. Alembic ABC is a common, platform-independent format and supported by all major 3D applications.
Please mind the scale when you work with Alembic files; the exporter plugin will do this conversion automatically. Just overwrite the existing file. Since all nodes are identical here, they will share exactly the same mass value. The task is to randomize these values automatically with the help of a so-called batch script.
This script type is perfectly suited to complete repetitive tasks: The script should not contain any errors. The latter step avoids the pencils moving at the exact same speed.
Mass is already processed by the default script, but the remaining parameters are treated similarly. For every parameter a random value is required.
The appropriate command is just: The final notation is: The pencils should fall, and therefore only the vertical component is required.
Then it is possible to assemble the complete vector.
Of course, only one of the commands is required: Y setup: Please mind the indents and use the Tab key to create them, because otherwise you will get syntax errors! Your final program should look like on the following page. Running the Script and the Simulation With just a few lines of code and an existing script we have automatized the complete task of randomizing dozens of objects.
Imagine how long it would have taken to do this manually. If you want to change other parameters, e. Maybe your pencils are moving too far, leaving the ground object.
In this case you have two simple options: For a few moments they seem to behave correctly, show some up and down motion, but then they turn over. The reason for this behaviour is the objects' centre of gravity.
RealFlow provides are very easy method to shift this point and make it visible. This tutorial does not only work with RealWave surfaces, but in every situation where you have to prevent floating objects from turning over. Here is the node list for this tutorial: The surface should be a squared mesh.
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After a few frames the cubes turn over due to the waves' motion. Adjusting the Cubes' Centre of Gravity In this short tutorial, the centre of gravity is shifted along an object's height axis. In addition, if we wish to create secondaries for our simulation, a field format, GFC or VDB, must be exported as initial state as well.
Keep in mind when we want to get an initial state, it's not necessary to have any interaction between fluids and animated geometry because we only want to create the initial state for that fluid. Of course, if it needs the interaction to make the initial state, feel free to connect the nodes in the Relationship Editor. Another very important thing with Hybrido will be checking the solver parameters. Depending on these values we can speed up the simulation.
The most important parameters to take a look at in simulations options for Hybrido, will be the Min and Max Substeps. Min and Max substeps indicate how many steps the solver needs to solve the simulation. So, when is it good to increase steps?
Usually, increasing the steps is necessary when there's geometry moving fast through fluid, or even if the fluid itself is moving very fast to collide against static or animated geometry.
If we set Min substeps as 1 and Max Substeps as 20, we're not forcing to the solver to do 20 steps. Instead, the solver will only use up to 20 steps if it's necessary, but it could be using just 4 or 5 steps and nothing more. How do we know when to increase the substeps? If we have fluid inside the geometry, this means that the substeps need to be increased so the solver can manage the simulation. Another symptom which tells you it's necessary to increase the substeps is if the fluid loses volume.
Most of simulations without animated geometry work fine with the Min and Max substeps value set to 1 and 1. Because of this low value, the simulation will be very fast. The command line options will allow us to set which parameters and frames are going to be simulated in command line.
Creating the setup for secondaries Adding secondary emitters such as splash and foam is easy in RealFlow. But, it can be difficult to know which parameters are necessary to use without simulating. We can easily waste time simulating scenes with a lot of particles doing small variations of parameter values to get a good result. In RealFlow, there's a way to know which parameters we're going to use even before simulating, and it's very useful when configuring secondary parameters as foam and splashes.
You can see what it looks like and it's location in the image above. This kind of visualization will allow us to configure the splashes and foam even before simulating, which will help to save time when simulating.
The Splash emitter can be added from the "Liquid - Hybrido" tab in RealFlow's shelf or directly in the Relationship Editor using the Tab method we talked about earlier. For all secondary emitters, the only condition it needs to work is that it must be connected to the Hybrido domain so they can emit. This is the case for all Hybrido emitters except for the Mist emitter, which will need to be connected to the Splash emitter, besides the Hybrido domain, as Mist emitter needs a Splash emitter to emit.
So, once we have added the Splash emitter created, we'll need to connect it to the Hybrido domain in the Relationship Editor, beside the gravity and k Volume daemons. Other emitters such as Foam, Bubbles and Waterline are a kind of foam, and only the kill daemons must be connected to them. This way the foam is placed over the Hybrido surface. If we're pushing the foam particles, for instance with gravity, the daemons would send the particles downwards, and the Hybrido surface upwards.
This might cause a problem with the simulation. Other parameters such as Emission rate, Position, Angle and Velocity variation will help us to indicate how many and where we want to create more particles increasing or decreasing their values.
For this scene, the position variation will be set to 0. It's worth noting that these parameters are indicated in seconds. This is because we want to use the full sequence to generate splashes. The last thing to do before simulating is to check the Export Central F12 to see if the format we want to export is checked properly.
RPC is the default format to be exported when working with secondaries. Like we did with Hybrido options in the simulation options, the secondaries emitters have their own Min and Max substeps in the Liquid - Particle group in the Simulation Options. The concept is the same we had for the Hybrido domain.
Increasing the substeps the simulation will be calculated in greater detail but RealFlow will take more time to simulate. On the other hand, low values will do the simulation faster but might have explosions. A trick to simulate the Foam emitter very fast is set the Min and Max substeps to 1, as the particles are created over the main fluid surface and they will be moving with the main fluid, so the foam simulation will be much faster. Note you might be seeing little spots of splash or foam particles appearing everywhere in the main fluid.
If it happens, try to increase the Curvature threshold to fix it. We have several foam emitters and they are: Foam, Bubbles and Waterline. Once they're on the Hybrido surface, the bubbles will be converted into foam. Usually, there are bubbles in the vorticity areas for fluids like rivers, sea, etc.
In that case, we would add another Foam emitter by choosing only the foam generation per splash if we wish. So, once the Bubble emitter has been added, we need to link it to the Hybrido domain in the Relationship Editor. If you remember we said above that no force daemons can be applied to these kind of foam emitters. Only kill daemons are allowed. Note that secondary emitters can be linked to the Hub where the Hybrido domain is connected, or directly to the Hybrido domain node, so the secondaries can be created.
Once the bubbles have been simulated, we're going to display the Hybrido fluid, splash and bubbles together. The mesh can also be created in render time by using the RealFlow RenderKit, but we're going to see how to build the mesh directly in RealFlow.
So, we're going to hide all the nodes except terrain geometry. The Hybrido mesh will be linked automatically to the Hybrido domain in the Relationship Editor, if the Hybrido domain exists. Bear in mind that we only need the RPC files to mesh so we can uncheck the other file information to load if we wish. For this scene, we're going to mesh all emitters, Splash and Bubbles, and the Hybrido domain with the Hybrido mesh together.
So, we need to be sure that the Splash and Bubbles emitter information are checked in the Export Central. Now, the Hybrido, Splash and Bubbles are added to Hybrido mesh. Before meshing, take a look at the Hybrido mesh parameters. Cell size: With the green mesh, it can be hard to see the changes in our mesh when we adjust parameters. Now, we're going to uncheck the filters for the mesh and build the mesh again.
Filter parameters will make the mesh process slower, so we are going to turn off the filters for now and build the mesh again. The new value will be 0. Setting the same lower value for both parameters will create more polygons adding more details to the mesh.
Of course we can set different values for them depending what we need. Now the mesh is better, but there is a roughness which is giving the mesh a weird aspect as you can see in the above image. Then build the mesh again. Now it's better. A new feature in RealFlow is an interactive mode for the mesh. With it, you can build the mesh and make changes to the filters, for instance, without building the mesh again.
But be careful. For example, if you reduce the polygon size, the mesh will need to be calculated again and it will be done automatically. This can put a lot of strain on your system, depending on the complexity of your mesh. The displacement maps can be calculated after the Hybrido domain simulation has been done.
In this case, the Export Now will export the displacement map for the actual frame. Bear in mind that the displacement maps will be calculated depending on the Hybrido domain projection plane.
Now the displacement map for the actual frame is exported, we need to check that the parameters are good or not. They are not. Now, the displacement map will be applied to the mesh in the viewport as a shader to configure it. Next, we need to export the full sequence for the displacement maps. With the Hybrido domain set to cache and the Calculate Displacement to Always, we'll click on the Simulate button again.
In this way, we ensure we're not overwriting the displacement maps already calculated. If not, the displacement will keep static. Displacement maps can be applied in two ways to affect the mesh. They can be applied as maps in your 3D package or they can be applied directly to the mesh when building it in RealFlow. Why 10? If the displacement is set to Cache, once the mesh is calculated you will be able to see the displacement applied to it.
Build the mesh. Of course, if you need to subdivide the mesh to apply the displacement, feel free to do that. The only difference is the command line process could speed up the mesh generation process. Once the mesh is done, the last thing to do will be to make a beautiful render of the scene. Ready to skill up your entire team? Need more licenses? Contact sales. With your Pluralsight plan, you can: With your day pilot, you can:The organize Another option we have is to drag and drop from the colored external circle in the node to another node in the Relationship Editor to create the connection between them.
The Help Menu Here you can query information about licenses and call internal help functions. The folder contains two directories, called images and video. Please bear in mind that this approach is suited for standard particle emitters.
Displacement c. Keys And Shortcuts 3. With identical starting values we could repeat the calculation again and again, and the result would always be the same at least theoretically.
By clicking on an icon the chosen script starts working.
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