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  • Add a “RealFlow RenderKit Particler” object. This element represents a RealFlow domain/emitter, and now you have to attach the particle files to this container.
  • Load a particle sequence. Some 3D programs allow you to load up to 10 sequences, while others have no limit and you can add an arbitrary number of files with the “Add Sequence” button.
  •  The plugin accepts BIN, RPC, PXY, and ABC files.
  •  Once you have specified a sequence, it is important to define the particles' radius. This value determines the size of the rendered particles. If you are not sure which size you should enter then it is also possible to use the radius which is stored with the particle files – this option is called “RadiusPP”. Another idea is to render a test image.
  •  Finally, add your materials and shaders, and render the scene.

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The particles' radius values can also be varied using channel data like velocity or age. With this function it is possible to decrease particle size over time, make faster particles bigger, and so on. The mode of operation depends on your 3D program: some applications use customizable curves to control size, others provide predefined functions.

 [ Image: fluid

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Particle simulation with different channels:

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velocity, neighbors, mass, normals.

 

It is also possible to scale the particles based on their distance to a camera. Finally, the channel- and distance-based size functions can be combined to achieve complex effects. Please bear in mind that these features will be applied to all of a “RealFlow RenderKit Particler” node's sequences. If you want to control your sequences individually you have to use separate “RealFlow RenderKit Particler” nodes.

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The “RealFlow RenderKit Particler” is often used to render foam or spray. To get a realistic look very large amounts of particles are required. The “MultiPoint” → MultiPointoption is perfectly suited to the creation of dense foam structures by adding new particles at render time:

  • Go to the “MultiPoint” panel and activate “Is MultiPoint”.
  • Density” tells the RFRK how many particles it should create per existing particle. Let's assume your simulation contains 10,000 particles. With a value of 10 you will get an additional 100,000 particles (= 10 • 10,000) for the rendered image.
  •  “Dispersion” defines the distance around an existing particle in which the new particles will be created. A good start is a value close to the particle radius.
  •  If you want to achieve a speed-based deformation effect please enter a value greater than 0.