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RealFlow offers three different particle mesh types:

  • Particle Mesh (OpenVDB). Very fast, multi-threaded, based on distance fields, provides volume and edge filters.
  • Particle Mesh. Also known as "RenderKit Mesh", fast, multi-threaded, provides edge filters.
  • Particle Mesh (Legacy). Slow, single-threaded, provides edge filters and speed stretching.

All mesh types accept any available fluid source - different sources can also be mixed and combined within a single mesh:

  • Dyverso domains ("DY_Domain")
  • Hybrido emitters ("HY_Emitter")
  • Standard particle emitters.

Basic Workflow

The basic mode of operation is the same for the three mesh types:

  • Add a mesh type from the "Mesh" shelf.
  • Right-click on the mesh container under "Nodes":
    "Insert particle source" lets you choose an emitter or domain.
    "Insert all particle sources" attaches all available domains and/or emitters.
  • Click on Mesh shelf > Build Mesh to create the mesh.

 

By default you see the mesh's grid structure when the mesh container is selected. To get a better, clean view of the mesh disable View > Show > Selection Highlighting.

In most cases, the first mesh will not satisfy your needs and you have to refine the settings. Particle mesh parameters are split and the

  • mesh part appears when you click on the mesh container itself
  • field part appears when you expand the mesh container and click on an emitter/domain alias.

 

 

Mesh Parameters

These settings are – amongst others – responsible for the

  • level of detail - smaller "Polygon size" values create more details and polygons
  • mesh's smoothness
  • borders through filters
  • channels, saved with the mesh.
Field Parameters

The mesh is built from spheres around the particles. The size of these spheres is controlled with the "Radius" parameter:

  • A good starting point is a value slightly greater than "Polygon size".
  • When the value is too high the meshes often look blobby or muddy. In this case, consider the mesh filters or use a smaller value.
  • When the value is too small the meshes look torn.

Interactive Meshing

Interactive meshing updates the mesh without clicking "Build Mesh" every time a parameter has been changed. This is a very convenient, and time-saving feature.

 

 

For a detailed workflow description please read the "Interactive Meshing" chapter.

 

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