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RealFlow | Cinema 4D uses an internal proxy representation of a collision object – the so-called collision geometry. In order to refine this proxy object you have to add a → "Volume" tag and decrease → "Cell Size" or choose a better → "Collision Geometry Detail" option. You can also control the shape and look of the poxy through the → "Collider" tag's "Show Collision Geometry" option.
If your object is an open, single-sided shell then you will always see a more or less small gap between the object's surface and the fluid. The reason is that RealFlow | Cinema 4D creates a layer around such an object to make it watertight. The thickness of this layer is Cell Size * 3
on each side of the polygon shell.
Why are simulations with rigged characters, point level animated objects (PLA), or objects with scale changes slow?
With PLA-enabled objects, RealFlow | Cinema 4D creates an internal collision geometry from the object for the interaction with particles. When the base object has to recalculate the internal collision geometry with every single simulation step. Especially with small → "Cell Size" values PLA can be a simulation's bottleneckdeformation/PLA, or a change in scale the collision geometry has to be recalculated during the simulation. And, depending on the complexity of the base object, this takes some time and slows down the simulation. The most effective workaround is to reduce the number of polygons as far as possible or use low-res proxy objects.
The quality of the collision geometry also plays a role and you can adjust in the → "Volume" tag's parameters. → "Cell Size" and → "Surface Offset" are the crucial parameters. And when you click on → Collider > Display > Show Collision Geometry you can see the internal object.
I can see particles going through my collision object. What's happening here?
With fast moving particles and/or a very small number of simulation steps per frame it might happen that a particle in a starting position goes to a final position in the next simulation step that is at the other side of the collision geometry:
- To avoid this, activate the "Collider" tag's → "Continuous Collision Detection".
- By default the auto mode is enabled, and RealFlow | Cinema 4D will decide automatically, if the collision object requires "Continuous Collision Detection".
- Collision detection is computationally more intensive, and simulations take longer.
- In some cases the automatic detection fails, and you have to disable enable "Continuous Collision Detection" manuallyGo to Scene > Solver and disable the → "Auto Params" option to get access to the "Min Substeps" and "Max Substeps" parameters.
- Increase the values to 4 and 8 and simulate again.
- If the particles still leave the object you have to increase both values again in moderate steps of 2 until the object is watertight.
- An additional option is to increase the → "Surface offset" value of the collision object's "Volume" tag. A good starting value is →
Cell Size * 0.5
. - Finally, activate the "Collider" tag's → "Continous Collision Detection" option.
I have enabled "Continuous Collision Detection", but there are still particles going through my collision object. Why?
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- increasing the number of → simulation steps (aka "substeps")
- changing the "Volume" tag's → "Volume mode" to "Shell"
- increasing the "Volume" tag's → "Surface offset".
Why can I see the wetmap in the render, but not in the viewport?
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- decreasing the particles' velocities through → "k Speed" and → "Drag Force" daemons.
I have activated the "Animate Preview..." option, but still I cannot see the wetmap. Why?
Wet-dry maps require an UVW tag attached to the object. You will get this tag automatically when you make your object editable.
Why can I see the wetmap in the render, but not in the viewport?
Open the → material panel and go to the "Editor" section. Then enable "Animate Preview...".
The wet map is distorted, mirrored or repeated. How can I fix this?
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No, RealFlow | Cinema 4D does not change the motion or shape of Cinema 4D dynamic bodies, but they are able to collide.
I see exploding particles when they interact with objects, for example when I try to fill a glass. What's going on?
RealFlow | Maya works with adaptive substeps by default and this means that RealFlow determines the actual number of substeps. When particles settle, the number of substeps decreases, and this means less precision. As a consequence physical effects inside the fluid start to accumulate until a "pop" occurs. After the explosion the particles settle again, and RealFlow increases the number of substeps - the beginning of a new cycle. To avoid this effect increase the number of → "Min Substeps" and/or → "Min Iterations".