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The “Particle Mesh” engine is our fast high-quality meshing tool for standard particle fluids and has its origins in the RealFlow RenderKit. It has been developed to create meshes directly at render time and is fully multi-threaded. The main idea was to save resources, in terms of both time and disk space, because the meshes are not extracted in a separate pass as you know from RealFlow, but when you render the scene. With this trick, the mesh engine did not write a sequence of individual files to your hard disk anymore, but only uses a single file – the one that is currently required for the render process.

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RealFlow's "Particle Mesh" supports interactive meshing. For more information, please click here.

The quality, meshing speed and ease-of-use made the so-called “RK” mesh a big success and soon replaced the old standard particle mesh. The latter is still available in RealFlow, but only for legacy reasons. The RK mesh engine has been completely overhauled in RealFlow 2013 and is now simply called “Particle Mesh” in contrast to the “Grid Mesh”. Our new “Particle Mesh” tool provides two fundamental modes: isotropic and anisotropic.

 

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Isotropic vs Anisotropic

In fluid dynamics, meshing is of particular importance, because it creates a 3D hull around the particle cloud to represent its surface. The surface approximation is done by basic elements, such as triangles.

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