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All scene elements can be added from RealFlow's shelves:

  • Objects | Standard - Particles | Daemons | Objects
  • RealFlow nodes can be moved, scaled, and rotated with the WR, and E keys.

  • Imported objects from SD files have to be unlocked before they can be transformed with Selected object > Node Params > Node > SD ↔ Curve

  • Viewport perspective is changed with the 123, and 4 keys.

  • Shading modes are toggled with the 789, and 0 keys.

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  • Start with the “Sphere” and “Cylinder” nodes, and arrange them randomly.
  • Change the cylinder's length to a value around 4.
  • The “Cube” node serves as a ground object.
  • Add a “Linear” emitter and rotate it by 90 degrees so that its emission direction is parallel to the X axis.


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  • Linear01 > Linear > Height > 10.0 (or greater)
  • Linear01 > Linear > Length > 2.5

The “Elastics” Type Parameters

The default type for SPH emitters (= standard particle emittersemitter) is “Liquid” → Liquid. Change it under

  • Emitter > Node Params > Particles > Type > Elastics

Elastic particles work like a so-called spring-mass system. In such a system the individual points are connected through springs, holding them together. Once the points are linked you can define the springs' elasticity, how far they should be able to separate, or when they should break. To withdraw energy from the springs a damping parameter is also required, because otherwise the system would never come to rest completely.


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All these parameters and properties can be found with elastic particles:

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To counteract these instabilities, please use high fixed substeps. Click on the small triangle next to the “Simulate” button and choose “Options...”.


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Then enter the following values in the “General” tab:


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  • MIN substeps > 333

  • MAX substeps > 333

  • Confirm with “OK”

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Now start the simulation. If you can still see highly accelerated particles increase the number of fixed substeps and/or decrease the emitter's “Resolution”.


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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. In this case, a good option is to make the tissue more rigid with the “Spring” parameter. By the way, the collision objects' properties (e.g. friction) can be adjusted with:

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