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RealFlow does not only provide a convenient method to create plain previews from the viewports, but also to render images and movies in studio quality. With FIRE you can evaluate the look of a scene together with materials and a physically correct lighting system in realtime:

Render shelf > FIRE

Please take a look at the → “Maxwell Render” chapters for more information about our built-in render engine.




Renderable

There are three options:

  • “Same as display”. If the node is visible in the viewport then it will be rendered.
  • Yes”. The node will be visible in the preview regardless of its viewport visibility.
  • No” hides the node regardless of its viewport visibility.
Material

Here are the menu's entries:

  • “From Node”. Maxwell will take the colour from the “Node” panel's “Color” parameter.
  • “From File” lets you load an external MXM material file.
  • Choose one of the predefined and ready-to-use materials.
@ Material File

This field is only available when “Material” is set to “From File”. With a click into the empty field you can load any valid MXM file.

@ Material shininess

This parameter is only available with “Material” set to “From Node”. Increasing this parameter creates stronger specular reflections and highlights. with very high settings you will get a mirror-like look and the original colour vanishes. Accepted values range from 0 to 100.

@ Material roughness

This parameter is only available with “Material” set to “From Node”. Higher settings will blur the specular highlights. Please avoid exaggerated settings. Accepted values range from 0 to 100.

UV channel

Particle attributes like velocity can be rendered:

Multipoint

With this option RealFlow adds new particles at render time to boost spray and foam clouds. The value determines the number of extra particles that will be created per existing particle. An example:

  • Let's say you have a low-resolution fluid simulation with 50,000 particles.
  • Now you enter a value of 10 and RealFlow will add 10 x 50,000 new particles to the render.
  • Please visit the → “Quick Start Tutorials - Foam Rendering” where you will learn how to use the “MultiPoint” feature.
Dispersion

With this parameter you can define a zone around an existing particle where the new particles are created. “Dispersion” is given in metres. A good starting value is close to the used “Radius” parameter.

Radius mode

You have two options:

  • “Constant radius” uses the “@ Radius factor” parameter for scaling the particles.
  • “Use particle radius” reads out the particles' radius channel and multiplies it with “@Radius factor”. Some particle types (→ Dyverso, → HyFLIP) do not provide a radius channel and here only “@ Radius factor” will be applied. The best results can be achieved with → HySPH secondary elements.
@ Radius factor

This value determines the final size of a particle when being rendered. There is a close connection to “Radius mode”, so please take a look at this parameter description as well. This value is given in metres.

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