RealFlow For C4D: Render Particles
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- Опубліковано 25 сер 2024
- In this RealFlow for C4D tutorial we look into how we can render RealFlow particles, there are several different methods of doing this which i cover in this video.
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I learnt lot from you thanks man
Thanks buddy 🙂
Thank you very much!
fantastic tutorial! I like to 2nd method where I can render with Vray :D
thanks for mouth voices
Thanks!
Hey thanks for the great tutorial again. I am pretty satisfied with the simulation I have put together following along, the one thing i feel is missing though is foam. from what I have been able to find online people are suggesting using a second domain with a filter daemon. Its pretty hard to find any examples or tuts about this that arent soley for the standalone.
Hello sir, i use realflow 3.0.0020, i can't find "Great thingking particle", please help me. your video clip at 11:15
Thanks, great tut! Do you know how could I turn an object into liquid? I would like to make a scene where an apple falls to ground and surprisingly acts as liquid? Thanks!
That's a good idea for a tutorial :)
DIGITAL MEAT yes it would be cool! Is it done with the fill object? I could start experimenting today already :) thanks!
Dear DIGITAL MEAT
How could i get real flow plugin ?
Buy it here: realflow.com/realflow-cinema4d/
I have a hard time getting all the settings right in RealFlow: Either the water splashes wildly and crazily off my collider object into space and doesn't collect in the bottom-most pool... or it totally penetrates the collider object as if it weren't there. Seems I only get one or the other.
"Either the water splashes wildly and crazily off my collider object into space" - sounds like you haven't added a gravity daemon.
"or it totally penetrates the collider object as if it weren't there" - sounds like you need to increase your collider sub-steps.
You would probably be benefit by going through my playlist 😉 ua-cam.com/play/PLhv312e45up97-ofMbxQnii_K9x_xuJJv.html
Hi, thanks for that great explanation. I'm looking for an option to have velocity/speed information transferred to particles for rendering, using vertex maps for example (as it works with mesher)? is ther a way to do that?
mmm, that's something i'll have to look into.
When i play the simulation mi fluids get crazi and dont folow the position or shape of mi model
You need to adjust settings in your collider and volume tags, Surface offset, and cell size.
Hello DM, I'm stuck... any idea why the fluids show in my preview, but disappear when rendering?
you need to mesh it or if you are trying to render particles make an object a child of the fluid and check "render objects"
Awesome thanks! Will give that a shot
Can this be used for sand simulation?
yes, also check this out for sand
ua-cam.com/video/RzRUUXwAIuA/v-deo.html
Puedo tener dos emisores con diferente color?
yes
Como?
create two emitters and link each one to different fluids
Does this technique work with other render engines like arnold or octane
I don't know, I don't have either.
tested and it worked with redshift
Nice one
Charles Prithvi Raj if you use the "sphere as child object" approach, this will work with any engine as long as its cached. A lot :)
The hair approach should work with all engines which support hair render. As described, this works with Redshift. Thea too.
But spheres are funky and this way you have a bunch.