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Simulation

  • New granular, viscous, and viscoelastic materials.
  • New rigid and elastic deformer.
  • New "Particle Skinner" tool transfers position and velocity data from particles to objets to move and deform them. 
  • Multi-physics solver (I). All materials are managed under the same solver framework.
  • Multi-physics solver (II). Different fluid and deformer types are able to interact, e.g. granular + liquids, viscoelastic + granular, elastic + liquid.
  • Speed and memory improvements (GPU 3-8x faster than CPU).
  • Improved robustness of GPU calculations.
  • Huge speed improvement in calculating the volume of interacting objects.
  • Interactions between multiple fluids.
  • Multiple scene objects within the same project.

  • New "Tensile Strength" parameter helps to shape and improve a fluid's borders in conjunction with "Surface Tension".

  • New "Vorticity Boost" parameter for vivid and turbulent fluids.

Daemons

  • New "Reset Age" and "Keep Source Particles" options for the "Filter" daemon.
  • New and versatile falloff functions for many force-based daemons.
  • New random parameters for improved and more realistic filtering.

Rendering

  • Better and more robust collaboration with external render engines.
  • Improved motion blur: motion blur is now possible in conjunction with particles and render instances.

Workflow

  • Meshes can now be built from already cached simulations with the "Cache Meshes" button.
  • New "RealFlow" preferences entry to specify a default cache folder.
  • Improved connection to Cinema 4D's MoGraph, Hair, and Take.
  • New "Volume" und "Collider" tags.
  • Fluid masking allows to shape particle volumes through helper objects.
  • Improved and faster method for filling object volumes with particles.
  • Automatic or manual time step management.
  • New "Links" field for type-aware linking of fluids, deformer, emitters, daemons, and collision objects.
  • Random parameters for scatter effects like sand piles, river gravel, ground rocks, etc.

Various

  • New plugin architecture
  • Cache file format is Alembic Ogawa for both meshes and particles.

 

...

  • Sub-frame interpolation, to sample properly creation of particles and daemon forces between frames.
  • Mesher can be clipped using Cinema R20 fields.
  • Mesher Auto Build mode x2 faster.
  • New curvature-cohesion model added to surface tension daemon.
  • New daemon that allows for the creation of the fluid effect typically seen at Hi-speed macro photography.
  • Force scale for daemons.

Rendering

  • Quads can be used, instead of triangles, for meshing.
  • Translation/Rotation/Scale transformations for fluids.
  • Thinking Particles and geometry instances can be scaled using particles speed, age and vorticity.

Workflow

  • Stitcher for Alembic files.
  • New menu buttons for quick access to "Cache Simulation", "Cache Meshes" and toggle "Use cache" on/off.
  • Possibility to enable/disable disk write per node in the Cache parameters tab.
  • New "Cache filename" parameter for domain and mesh nodes, to specify the filename prefix that will be used as output.
  • When a caching process is about to be launched, check node names in the scene to warn the user about possible name conflicts.

Various

  •  Improved stability and bug fixes.
  • License file can be installed with License Dialog.