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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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Finally, a few more adjustments are necessary:

 

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  • Increase the number of emitted particles with Node Params > Particle > Resolution > 75.0
  • Scale the emitter to create a rectangular shape (rough values are 0.5 and 2.0 for the horizontal values, and 1.0 for the vertical axes. Move the emitter upwards, but please make sure that it is not outside the “Cube01” object.
  • Instead of a constant particle stream, a fixed volume is used in this scene. Enter a value greater than 0 under Node Params > Square > Volume. Click on “Reset” to see the volume. The parameter's value should be set to value so that the particles nearly touch the “Cube01” node's bottom.
  • By default, the particles are emitted in a regular pattern. Add some randomness under Node Params > Square > V random (H random) > 1.0 (1.0)
  • Node Params > Node > Color > choose a blue color

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The “Container” node is not an emitter in a traditional sense. It is simply a place where particles can be added. With these particle-shifting methods you always have to make sure that the source emitter (here: “Circle01”) and the container have exactly the same “Resolution” values, because otherwise you will see exploding particles. Here are the settings:


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  • Node Params > Particles > Resolution > 75.0

  • To make the foam float, change its density: Node Params > Particles > Density > 900.0

  • Node Params > Node > Color > choose white

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Adjusting the “Filter” Daemon

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Source Emitters > Square01

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Target Emitter (True) > Container01

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Condition > On Particle Collision

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Split > Yes

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When a particle collides with the cube object it is transferred from “Square01” to “Container01”, and removed from the source emitter simultaneously. With the “Split” option, the filter creates 3 additional particles per filtered foam particles. This way it is possible to increase the amount of foam and get a denser look.

 

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  • Source Emitters > Square01
  • Target Emitter (True) > Container01
  • Condition > On Particle Collision
  • Split > Yes
  • @ # child > 3

The Simulation

Click on “Simulate” to see the results. Play with the “Volume” settings of the “Square” emitter to get splashes of varying strength. You can also also add a second “Filter” daemon and filter against the particles' “Pressure” value to introduce a second criteria for the creation of foam. 

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