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RealWave provides the possibility of rendering foam maps from particles interacting with the wave surface. This way you can create foamy structures around objects, white caps, or maps from impacts.

The maps are saved as black and white images and can be post-processed in programs like Photoshop or After Effects.

Nodes List

All scene elements can be added from RealFlow's "RealWave", and "Daemons" shelves:

  • 1 "RealWave" object
  • 1 "RW Crest Splash Emitter"
  • 1 "Gravity" daemon
  • 1 "k Age" daemon
  • 1 "Noise Field" daemon

The Setup

  • Add a RealWave surface (there cannot be more than one RealWave node in a scene).

  • Right-click on the “RealWave01” node and choose Add Wave > Fractal and then Gerstner.

  • Open RealFlow's "Simulation Options" and set General > MAX substeps > 1. This step will speed up the simulation drastically.

Adjusting the Surface

The first settings influence the quality of the wave surface. In order to get as many structures and details as possible select the "RealWave01" node and open its Node Params > RealWave tab:

  • Polygon size > 0.025 creates a dense mesh.
  • Calculate texture > Yes activates the foam maps.
  • Resolution > 1024 writes out a squared maps with 1024 x 1024 pixel.
  • Diffusion > 0.85 blurs the foam marks.
  • Dissipation > 1.5 makes the foam marks vanish faster.

Deformer Settings

The deformers can be adjusted freely. For the example described here, the following settings have been used:

 

I: fractal & gerstner settings

 

 

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