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RealFlow | Cinema 4D supports interactions between different "Fluid" domainsfluid, rigid, and elastic containers, e.g. for the creation of foam or water-and-oil simulations. To link the fluids drag one or more "Fluid" node(s) to this field.:
- All fluid, rigid, and elastic containers inside the drag-and-drop field will be affected by the fluid. If there is only one container in the scene it will be linked automatically, otherwise the connection has to be established manually.
- To learn more about how to link RealFlow scene elements and make them interact take a look at the → "Links" page with examples.
Type
There are six different types of fluids and materials - and they are able to interact. All types, except "Dumb", are GPU-accelerated:
- "Dumb” particles are often used for spray or foam. These particles cannot react with each other and do not have the characteristic fluid properties, but they are simulated very fast.
- "Liquid - SPH" is a very accurate fluid solver.
- "Liquid - PBD" is a very fast fluid type (faster than “Liquid - SPH”).
- "Granular" is suitable for substances like sand or snow.
- "Viscous" fluids are suited for substances like caramel, yogurt, oil, or lava.
- "Viscoelastic" is the choice of materials such as rubber, caoutchouc, silicone, or "memory foam".
Not all materials are able to interact. For a complete list of possible interactions please visit → this page.
Resolution
With this setting you can change the amount of particles, . “Resolution” mainly depends on scene scale and emitter scale, but it also affects the fluid’s material's mass and therefore depends on “Density”, too:
- With “Resolution” set to 1.0, a volume of 1 m x 1 m x 1 m filled with contains exactly 1,000 particles.
- The parameter accepts any positive value.
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Int Pressure
Internal pressure goes from 0 to 1, and simulates the forces between nearby particles and pushes them apart - this makes the fluid fill a greater volume.
Ext Pressure Scale
This parameter goes from 0 to 1, and tries to limit a fluid’s expansion tendency and can be compared comparable to atmospheric pressure. Particles tend to "stick" together with higher values. The substeps and iterations settings in the "Scene" node's → "Solver" tab influence how this parameter acts on the fluid.
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"Cohesion" is a force of attraction between nearby particles. With particle streams you will get a look similar to toothpaste or thick paint coming out of a tube. Any value between 0 ans 1 is accepted. The substeps and iterations settings in RealFlowthe "Scene" node's → "Simulation OptionsSolver" tab influence how this parameter acts on the particles.
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Damping smoothens the relative velocities between nearby particles. A small amount of damping helps to stabilize a simulation, while higher values introduce (more) viscosity to the material. The range goes from 0 to 110.
Compute Vorticity
Vorticity channel computation is disabled by default to improve performance. Activate this option before the simulation starts if you need it for → filtering or shading purposes.
Max particles
Please enter a value to stop emission at a certain amount of particles. "Max particles" is based on the total amount of emitted particles. Let's say you have entered "50,000". If there are currently 1,000 particles in your scene, but you have already deleted 49,000 particles RealFlow will stop the emission.
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