→ RealWave is a tool for displacing a surface with so-called → “Modifiers” to simulate wave structures. Objects can also interact with the waves and create secondary splashes. These splashes consist of standard particles, while the surface is stored in RealFlow's SD format. Both elements can be meshed using the “RealFlow RenderKit Mesh” tool to get a seamless connection between waves and splashes.
Please bear in mind that the RealWave node's SD export resource must be enabled in RealFlow's → “Export Central” dialogue.
3DS | C4D | HOU | LWV | MYA | XSI |
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Insert RealWave | Insert RealWave | Insert RealWave | Insert RealWave | Insert RealWave | Insert RealWave |
| RealWave File | RealWave File | RealWave File | RealWave File | RealWave File |
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Polygon Size | Polygon Size | Polygon Size | Polygon Size | Polygon Size | Polygon Size |
Resolution | Resolution | Resolution | Resolution | Resolution | Resolution |
Radius | Radius | Radius | Radius | Radius | Radius |
Insert RealWave
Tell the RFRK that there is a RealWave object in your current scene. To make use of this option, you also have to load the RealWave SD file with the “RealWave File” or “...” (3DS) function.
RealWave File (C4D, HOU, LWV, MYA, XSI)
This is where you specify and load the RealWave SD file. Again, please note that the RFRK only accepts SD files – other formats are currently not supported. Please bear in mind that the surface is not displayed in some 3D programs and the viewport remains empty.
… (3DS)
Please click on this button to load a RealWave file.
Polygon Size
This parameter must contain the polygon size of the original RealWave mesh. You can get this value from here:
RealWave node > RealWave > Polygon size
RealFlow's default value is 0.1. Small values show more wave details, while higher settings are often used for large ocean surfaces or distant shots.
Resolution
This parameter tells the RFRK how many particles will be distributed in the wave surface's polygons. Higher values produce a smoother mesh.
Radius
The RFRK uses the RealWave surface's vertices to place particles which can be meshed. Then, the engine creates spheres around these particles and blends them. Here, the size of the particles is determined.