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  • Never use identical names for objects. Each object must have an individual name to separate it from the other items of the scene. Doubling names only lead to problems during simulation and exporting to your 3D software.

  • Avoid special characters or dots in your objects’ names. Only use A-Z, a-z, 0-9, the hyphen and the underscore.

  • Objects cannot be modified in terms of polygon or vertex number by RealFlow’s GUI. With Python scripting you have access to these settings and you can change or modify them. It is even possible to create your own custom objects with Python scripting.

 

Some of RealFlow's native objects.

 

Imported objects behave in exactly the same way as RealFlow’s native and built-in bodies and even multiple formats are supported. They can also be exported as physical objects (OBJ format). Additionally all position and rotation changes during the simulation are recorded and written to SD files.

One of the most exciting features with RealFlow’s objects is their ability to carry wetmaps, based on an UV grid. You can easily activate and control this process with a few clicks from the Texture panel. The result is a series of grey scale images, used as a mask for texturing. Inverted maps are also suited for simulating erosion effects. It is also possible to “drench” imported objects with UV coordinates. Please keep in mind that UVs have to be arranged properly to get correct results. Since RealFlow does not provide tools for UV manipulation, this has to be done within your 3D program. The generation of wetmaps can also be watched in the viewport during simulation.

MultiBody Objects

This node gives you the possibility to group objects by simply importing them. The entire structure is then imported as a single object, though it can consist of hundreds of individual elements. This is especially useful for bodies containing many identical items in terms of rigid or soft body dynamics. Good examples are chains, walls or similar structures. But you are not limited to similar or even identical elements; you can also combine any other geometry within a MultiBody. There are a few restrictions:

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The loading time of MultiBodies, compared to SD files with many objects, is significantly shorter. MultiBodies share most of the settings with their standard counterparts and there are only few differences.

Object Import

As well as using the shortcut (Ctrl + I for Windows and Linux, Cmd + I for OS X) or the appropriate menu function for adding objects from other sources, you can also go to the "Icon Bar" and choose the "Import" command. Nodes can be loaded in different formats, but there are few things to bear in mind:

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Alembic files can be recognized by the ABC extension and are not only available for objects, but also for particles and even RealWave surfaces. In contrast to standard SD files, Alembic supports hierarchical data (for example: from animated objects). Another advantage is that you are able to delete selected nodes belonging to the imported objects without losing the entire content. It is also possible to copy individual parts of an Alembic file – even with complete animation data.

Object Plugins

Plugins are external modules to enhance the functional spectrum of a software. RealFlow now gives you the possibility to either create your own plugins or purchase them from 3rd party companies or vendors – if available. To write your own plugins you will need to be proficient in a programming language – preferably C++. The Software Development Kit (SDK) provides the interfaces and data structures for most of RealFlow’s functions. These functions help you to directly access certain parts of the software and modify them to your needs. If you already have experience with RealFlow’s Python scripting interface, then you will quickly become familiar with the C++ SDK. Once you have installed a plugin, it appears in a list and you can use it like any other object.

 

RealFlow Standard Objects


Finally, here is a table containing RealFlow’s objects and their most common attributes. The values are valid for scale 1.00. 

 

Object

Surface [ m^2 ]

Volume [ l ]

Mass [ kg ]

Coll. distance

Sphere

3.08

505.88

505.88

0.02

Hemisphere

1.49

36.80

36.80

0.01

Cube

6.00

1,000.00

1,000.00

0.02

Cube top open5.001,000.00833.330.02

Cylinder

4.56

734.73

734.73

0.02

Vase

5.87

285.34

285.34

0.02

Cone

2.45

244.91

244.91

0.02

Plane

100.00

N/A

55,555.56

0.02

Torus

19.22

4,540.89

4,540.89

0.02

Rocket

3.99

375.04

375.04

0.02

Capsule

1.52

151.11

151.11

0.01

Cross

30.00

7,000.00

7,000.00

0.06

Null

N/A

N/A

N/A

N/A