RealFlow | Cinema 4D offers two main methods for filling objects, but there is one thing you have to consider in every case: the → "Collider" tag's "Volume Mode".
Fill Emitter
This emitter is used to fill completely closed objects:
- Create the object you want to fill and apply a "Collider" tag.
- Set Collider tag > Properties > Volume > Volume Mode to "Solid Outside". This mode creates a hollow object.
- Add the "Fill" emitter and drag the object to Fill > Emission > Body. A regular particle matrix appears.
- Add a "Gravity" daemon and simulate.
You will see that the fluid is collapsing and in the end the object is not filled completely. To avoid this, take a look at the next method.
This emitter is not recommended for filling open objects like glasses, vases, or swimming pools, because "Fill" requires closed volumes.
Filling Up an Object
The next method is suited for any object type – closed and open.
- Create the object you want to fill and apply a "Collider" tag.
- For open, single-walled objects choose Collider tag > Properties > Volume > Volume Mode > Shell.
- For open, double-walled objects choose Collider tag > Properties > Volume > Volume Mode > Solid Inside.
- For closed objects choose Collider tag > Properties > Volume > Volume Mode > Solid Outside.
- Add any type emitter (except "Fill") and a "Gravity" daemon.
Now simulate until the object is filled up with particles. Then, create an → initial state and trigger a new simulation using this state as a starting point.
It you want to calm down the particles proceed as follows:
- Use the initial state.
- Add a "Drag Force" and animate its "Strength" from 0 to 50 over 100 or frames.
- Add a "k Speed" daemon and animate its "Max speed" from 100 to 0.01 over 100 frames; activate "Limit & Keep", because the particles should not be deleted.
- Simulate for 100 - 150 frames. Then create another initial state for you next simulation pass.
- You might still observe some motion, but in most cases the fluid will be calm enough.