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Supported file types are BIN (standard particle format), RPC (Hybrido), PXY (particle proxy), and ABC (Alembic particles).
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3DS | C4D | HOU | LWV | MYA | XSI |
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Path and Prefix | Path and Prefix | Path and Prefix | Path and Prefix | Path and Prefix | Path and Prefix |
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| Type | Type |
Add Sequence |
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| Add Sequence | Add Sequence |
Offset | Offset |
| Offset | Offset | Offset |
Radius | Radius | Radius | Radius | Radius | Radius |
Radius PP | Radius PP | Radius PP | Radius PP | Radius PP | Radius PP |
Core/Splash | Core/Splash | Core/Splash | Core/Splash | Core/Splash | Core/Splash |
Max Velocity | Max Velocity | Max Velocity | Max Velocity | Max Velocity | Max Velocity |
Wait | Wait | Wait | Wait | Wait | Wait |
Mute | Mute | Mute | Mute | Mute | Mute |
Viewport Color | Viewport Color |
| Viewport Color | Viewport Color |
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| Padding |
| Padding |
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Start/End Frame | Start/End Frame |
Path and Prefix
Here you will see the path to the loaded particle sequence. You can either enter a path manually or open a file browser.
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With this parameter you determine the global size of the particles in the rendered image. If you want to scale the particles based on certain channels like velocity or age please take a look at the “Particle Size” panels.
Radius PP
When you enable this feature, the radius value will be read from the loaded particle files. “PP” stands for “Per Particle”This feature is only available with RPC files with a radius value, e.g. from HySPH splash emitters. When a splash particle is created its radius is 1.0. This radius decreases over time and turns to 0 when the particle is dying. The appropriate "Radius PP" value is then multiplied with the "Radius" parameter.
Core/Splash
The idea behind this parameter is to separate the fluid into a core fluid and a splash part. With Hybrido simulations this feature is certainly not of significant importance, because there you have the possibility of adding splashes and foam as separate passes with great accuracy. For standard particle simulations, on the other hand, it is a quick way to split the particles:
- “Core” ranges between 0 and 1 – it is normalized. A value of 0.0 means that the entire fluid will be seen as the core fluid and you cannot observe any changes in comparison to the original simulation; 1.0 removes all particles. With increasing values the particle cloud will start shrinking, because more and more particles will be removed as they no longer belong to the core fluid.
- “Splash” works exactly the same way as the “Core” parameter. It also ranges between 0 and 1, and with a value of 0.0 all particles are considered splashes. The higher the values, the less particles will be considered splashes – the particle cloud is becoming smaller and smaller.
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Max Velocity
If your simulation contains very fast particles motion blur effects can be falsified or even useless. With “Max. Velocity”, all speed values will be clipped to the given value. An example: Let's assume some particles have a velocity of 100 m/s, while the majority are moving at 20 m/s. In order to get a useable motion blur effect, change “Max Velocity” to 20.
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In RealFlow's “Statistics” panel which is available for → Hybrido domains and → SPH emitters. Under “V min/max” you can see the values.
In the “RealFlow RenderKit Particler” node's → “Preview Object” “Preview Object (3DS)", → “Display” “Display (C4D, HOU, MYA, LWV)", or → “RkViewer” “RkViewer (XSI)" panel. The values are displayed under “(Current) Min/Max”).
Wait
You can start the rendering of a fluid sequence while is still being simulated. With “Wait” the render engine will be halted until the next frame becomes available.
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