RealFlow
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London XE   17, Aug — 20, Aug
Cologne DE   19, Aug — 21, Aug
Cologne DE   22, Aug — 26, Aug
Seattle US   28, Aug — 30, Aug
Atlanta US   30, Aug — 4, Sep
Latest comments
by lesa cote
1 hours ago

This is a great post on star wars. Our cheap assignment experts are really impressed. https://www.dreamassignment.com/cheap-assignment-help

Thanks for sharing, the lighting on the wheels and coins is beautiful, very painterly.

by Catalyst
9 hours ago

The site is in Japanese, but the program was in English for me.

RealFlow
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RealFlow is an industry-standard, out-of-the-box fluid simulation software. Fast and easy to use, it is compatible with ALL major 3D platforms
RealFlow-80.lv

© RealFlow, 2015

Hybrido Fluids (HyFLIP)

RealFlow’s grid fluid solver, also called “Hybrido” (hybrid large dimension liquid solver), is a sophisticated method of simulating medium and large-scale fluids. This technology also includes the automatic creation of secondary splash and foam particles, as well as mist. With Hybrido it is possible to simulate everything from floods to ocean scenes – scenes that are hard to create with RealFlow’s traditional particle emitters. RealFlow’s standard emitters are perfectly suited for highly detailed fluid simulations with tiny splashes and turbulent surfaces.

RealFlow-80.lv

© RealFlow, 2015

But, it has always been difficult to fill large areas and volumes with fluids and add secondary effects such as spray. With Hybrido, fluid artists are able to simulate impressive shots, like oceans with breaking waves, huge floods, turbulent coasts with cliffs and rocks, or ships travelling through turbulent water during a heavy storm. RealFlow calculates the conditions for splash, foam and mist formation, and automatically creates and controls these elements. Due to the large amount of particles, all secondary elements are normally simulated as a post process in a network. With this advanced feature you can achieve absolutely realistic results, utilizing the full power of your network machines.

Particle Fluids (SPH)
The technology behind our standard particle fluid emitters is called “Smoothed Particle Hydrodynamics”, also called SPH. In contrast to RealFlow’s grid fluid emitters, this type is mainly suited for small to mid range simulations. These standard emitters show a very high level of detail, are easy to use and can be affected by any daemon to react with various forces. RealFlow emitters can interact with all kinds of solid or soft bodies and RealWave objects. Another, more advanced feature, is their scripting capability: RealFlow emitters can be completely customized and theoretically it is even possible to write your own fluid engine.

RealFlow-80.lv

© RealFlow, 2015

An emitter’s particles can be stored in different file and data formats for further use. The standard format is called “BIN” and stores a complete set of position and physical data. Other formats, such as PD, allow the user to store specific information, for example density or pressure. A very convenient and straightforward method to export particle data comes with the new Alembic format. This file type allows you to export selected data channels, has a hierarchical approach and is supported by many 3D applications. You can find out more about RealFlow’s export options with standard emitters and the Alembic format under “Export Central”. The stored BIN files are normally used to create a polygon mesh inside RealFlow representing the three dimensional volume of the fluid. This mesh finally becomes shaded in your 3D application to render the fluid. Additionally it is also possible to continue processing the particles to create foam or spray.

RealWave (RW)
RealWave is a powerful wave simulation toolset for small to mid-range ocean surfaces with versatile features. Objects, for example, are able to provoke waves from interactions; they can contribute to foam-maps or generate splash particles. Even particles from standard emitters are able to create waves and ripples. Another principle behind RealWave is the use of predefined modifiers to achieve various types of different conditions from calm or breezy to stormy. All these modifiers, objects, and particle-based waves can be combined without any limitations.

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© RealFlow, 2015

Finally, scripting opens another dimension by giving you the ability to use your own formulas or load displacement maps for custom waves. The only wave form that cannot be simulated with RealWave native tools are breaking waves. This type can often be seen near coasts or on a very rough and turbulent sea, where the waves get high enough to become unstable, and finally break. With RealWave’s ability to connect wave surfaces and objects it is even possible to create impact waves. For the creation of breaking waves, RealFlow provides the grid-based Hybrido fluids or custom Python/C++ approaches.

Caronte Dynamics
“Caronte” is the name of RealFlow’s powerful rigid and soft body dynamics engine. The Caronte system is not just a tool for simulating the motion of objects, but consists of several parts. In order to enable an object’s dynamics capabilities, you only have to activate the appropriate feature under “Node Params”: There, you can choose whether the node should be a passive or active rigid body, or a soft body. Once you have made your decision, the object provides a new panel where you can adjust its physical properties.

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© RealFlow, 2015

One of the most sophisticated features is that nodes of each type are not only able to interact with each other, but also with standard particle emitters, Hybrido fluids, and even RealWave surfaces. This is not a one-way street, because fluids can move rigid bodies, and deform soft bodies. Even RealWave is capable of changing the motion path of an object, for example with the “Downstream” option. These interactions are not just limited to changes in the object’s behaviour, and they can even leave visible marks behind in the form of wetmaps and splashes.

Articles
Videos
Questions
Still have questions?
Next Limit has revealed the next update of RealFlow for Cinema 4D which will be released on 15 March 2018.

5 March, 2018

905 views
The team of talented artists and animators talked about the production of their amazing short film about pirates and monkeys.

9 June, 2017

2041 views
DOOM VFX artist Wirginia Romanowska talked about the way visual effects are produced and used in video games.

25 May, 2017

5108 views
1 comments
VFX master Francisco García-Obledo Ordóñez talked about the way he blew watermelons up, created lighting and other cool stuff in UE4.

11 May, 2017

15769 views
1 comments

1 April, 2015

799 views

1 April, 2015

934 views

28 March, 2015

717 views