Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.
There is no significant boost in simulation speed with enabled GPU support. Why?

...

The mesh is not created where the particles are. Why is there is an offset between mesh and particles?

There are some cases where you will see an offset between mesh and particles:

  • The "Scene" tree object has been shifted with the the parented "Mesher" node after the particle simulation. To fix this, detach the "Mesher" or reset the "Scene" object to its original position.
  • With some MoGraph objects ("Cloner", "Array", and "Matrix"), RealFlow | Cinema 4D evaluates transformations and applies them to the "Scene" and "Mesher" nodes. This may result in an offset. 
Particles are not influenced through daemons or other fluid containers. What's happening?

In many cases, the links are established automatically by RealFlow | Cinema 4D, but there are also occasions where you have to connect interacting nodes.

Take a look the "Scene" and "Links" fields of the nodes involved:

  • If "Scene" and/or "Links" are empty the node will not be affected by other scene elements.
  • Specify the interacting nodes and "Scene" through drag and drop.
 I have applied an object to the "Object" emitter, but there is no emission. What's wrong?

When the body's polygons are very small it might happen that you will not get any particle emission. To fix this, increase the "Fluid" container's "Resolution" to create more particles. You may need very high settings (> 100 or more).

...

Why are the cache files so big?

RealFlow | Cinema 4D stores

...

information for hundreds of thousands or even millions of particles – and every particle requires a certain amount data for a correct simulation

...

. This is simply the nature of simulations, esp. with huge amounts of particles. Meshes often consist of

...

millions of polygons

...

with vertex data and all that has to be stored somewhere as well. And the information has to be written for every frame, otherwise it's not possible to resume simulations, or create previews and renders, for example.

RF|C4D does certainly not write Terabytes, although several Gigabytes are absolutely normal for large simulations. But mass storage became very cheap over the last years. It'd be fantastic if we're able to magic away all this information, but we're not that far...

Can I use SSD drives with RealFlow | Cinema 4D?

...