Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 8 Next »

The “RealFlow” menu contains the following entries:

 

 

You typically start with an emitter to determine, where the fluid particles will be created. This action creates a “Scene” tree and a “Fluid” container. A “Daemon”, e.g. “Gravity”, introduces a force and accelerates the particles. These three elements, “Fluid”, “Emitter”, and “Daemon”, are everything you need for a simulation (see image under "Scene Tree" below).

In the next step, the simulation is refined, e.g. if you want to create a certain fluid type like water or honey. The “Fluid” container's parameters are used to adjust the fluid's properties. Once you are satisfied you can add a mesh and finally, fluids and meshes are cached to save your results.

The number of emitters, fluid containers, and daemons per scene is not restricted and you can add as many of these elements as you want – or as you computer is able to handle.

The online manual's → "Parameter Reference" section explains every single scene elements and its settings.

Here are some quick tips for your work with RealFlow | Cinema 4D.

Scene Tree

We recommend grouping all RealFlow | Cinema 4D elements under the “Scene” tree, but you are free to place them outside the tree as well. This will help to keep your project clearly arranged:



Naming

It is a good idea to either keep the names assigned by RealFlow | Cinema 4D, or use meaningful names for a scene's “Fluid” containers, e.g. “Water”, “Chocolate”, or “Oil”. Please avoid identical names, although they are supported by Cinema 4D:

  • With identical names there is always a probability that simulation files are overwritten.
  • You might not be able to identify scene elements when a scene is reopened after a longer period of time.

Simulation

  • A simulation is triggered with a click on Cinema 4D's "Play" button in the timeline. Bear in mind that the simulation is not saved unless you → cache it.
  • Viewport simulations cannot be replayed, but resumed as long as you do not go to another frame.
  • We recommend using the F8 key to interrupt a simulation. With large particle counts the "Break/Pause" button might not react quick enough to stop the simulation process.
  • No labels