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Fluid Simulations

Fluid Simulations

Link to what Real Flow can output

I recently had a question if Real Flow was a stand alone program.  Unfortunately it is not.  You can't "render" from it.  However you can pretty up the screen captures that it does on a per frame basis while doing simulations.

Final Project Issues

Mental Ray: Alpha channel not matching and being noisy.
None moving noise pattern. using mia shader.

Adding bubbles addes 36 hours of rendering.

Need to cache RF4 particles to get multi streaked motion blurred particles.

Renderman: weak alpha channels.

File not opening possibly because using 7 million particles.

File crash- working from 64 to 32..

Long render times--

Memory Issues:

Caching was running out of memory in maya.

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Lessons:
Multiple passes in Maya ( 16- 20)
Motion blur helps.

Waterfall -Anumati Kandari

Creating a waterfall using object emitter

In this Real Flow tutorial we will create waterfall using an object emitter. Now before starting the tutorial let me explain what an object emitter does.

Object emitter emits particles from the selected faces or vertices of an object. You can also use a texture to emit particles from an object in a particular shape. But to do that the texture applied to the object must be in black and white color, being black non emission area and only objects from an .sd file will have the ability to emit particles from textured object.

Parameter illustration -Jayanti Mahapatra

The following parameters of the Metaballs type of Mesh are illustrated in this tutorial:
1.Radius
2.Blend factor
3.Steps
4.Relaxation

1.Radius:
[G2:2431 n=1]
Radius is under the Field attribute. It controls the radius of the metaballs for each particle. A high and low value of the radius gives the following results:
[G2:2410 n=1] Radius = 0.04 (default)

[G2:2434 n=1] Radius = 0.02 (low value)

[G2:2416 n=1] Radius = 0.1 (high value)

2.Blend factor:
[G2:2428 n=1]
Blend factor is under the Field attribute. Blend factor controls the strength of fusion between particles. A high and low value gives the following results:

LogoSplash - Rob Lariz

Tutorial by Robert lariz
Title: Logo Splash

Attached word file has tutorial. You need to login to be able to download it.

Psychedelic -Victor Wagner

Psychedelic

In this tutorial i am going to make a strange object that are growing from a little ball to an organic moving thing. It’s pretty simple, but its looks good. I am using a Noise field to make the particle follow a path; this makes it look like they are growing.

Here is the link to the Tutorial.

Or the images below
[G2:2387 n=1 class=nowrap size=1024][G2:2390 n=1][G2:2392 n=1][G2:2394 n=1][G2:2396 n=1][G2:2398 n=1][G2:2400 n=1][G2:2402 n=1][G2:2404 n=1]

Creating an underwater wake - Mike Boden

In this tutorial we are going to use Realflow 4 to create a simple animated object that interacts with a wave using Realwave and creates a wake.

1. Once Realflow is open, create a Realwave surface.
2. Then select the import object menu and scroll down and choose Rocket.
3. With the Rocket selected rotate the rocket to be parallel with the Realwave plane. I used (0,-90,90) because it let the fin of the rocket to be point up.
4. Once the Rocket is parallel, position the Rocket below and outside of the Realwave plane. I placed my rocket at (0.0,-1.0,5.0)
5. Now with your Rocket located in the correct position and rotation. Go to frame 1 or 0 and set a key frame on the Rocket x,y,z position. You can do this by going to the object‘s node Tab and holding RMB (right mouse button) over the position tab and selecting add key.

Psychedelic

Psychedelic

In this tutorial i am going to make a strange object that are growing from a little ball to an organic moving thing. It’s pretty simple, but its looks good. I am using a Noise field to make the particle follow a path; this makes it look like they are growing.

Real Flow 4 - Large Spill Techniques - Richard Sutherland

http://SuperMegaMulti.com/RF4Tutorial

This is less of a tutorial and more of a brain dump of some of the things I have learned over the past couple of weeks working on the large spill project. It coveres what I have come to think of as some production ready techniques for getting bits and pieces of a large spill up and running.

COVERS:
-Simulation optimization
-Main Water Generation
-Spray
-Foam
-Rigid Bodies
-Debris

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