Unfortunately, there is no global rule for scene scales. Some users prefer working at real scales, other say say that scale does not matter too much as long as the simulation looks good. Furthermore, the 3D programs, supported by RealFlow, use different scales too. Some of the connectivity plugins provide settings for compensating scale differences, but if you work at real world scales it is often necessary to change RealFlow's internal scale settings.
Rather than importing big objects into RealFlow, you can simply change the scale of the forces you are using. An example:
You have a box of 1 m x 1 m x 1 m, and you want to run a simulation as if the box was 10 m x 10 m x 10 m. In such a case you do not need to scale the box itself, but multiply the scale of the forces by 0.1 instead.
Any object has to be triangulated before it can be used inside RealFlow. The method you use to import objects depends on whether you want to export static or animated objects:
Next Limit provides free connectivity plugins to import simulation data. These connectivity plugins are available for download from our → Customer Gateway ("RF Connect"):
We have discontinued the development of the RFRK as of January 1., 2017 and the package is no longer available.
These applications provide support for Alembic and – at least partially – OpenVDB files. By switching the output formats of RealFlow meshes, particles, and objects to Alembic you will be able to create a complete pipeline for most 3D porgrams.
Hybrido is a fluid simulation engine for massive fluid scenes with millions of particles. The domain is responsible for the so-called core-fluid. Further detail can be added through Hybrido secondary fluids: splashes, foam, bubbles, mist.
Dyverso is a fluid simulation engine for small- and mid-scale projects. Dyverso is very fast, GPU-accelerated and provides different fluid types: liquids, elastics, grain/sand, snow.
MultiJoints are used to connect objects and make them break again under controlled conditions. A typical field of application is to connect pre-fractured fragments. With the help of adjustable forces you specify how the pieces separate when they hit another object.
You can use RealFlow's internal implementation of Maxwell Render to render fluids as meshes or particles.
The → timeline provides three number fields. The first number is the simulation's start frame, the second one specifies the maximum playback range, and the last field is the maximum simulation frame.
You can kill particles by age, speed, isolation, collision, and a bounding box or sphere. Some particle types, e.g. foam, are controlled by RealFlow and the aforementioned tools have no effect on them.
Depending on your simulation, RealFlow exploits all cores and CPUs of your computer, but some processes are single-threaded, e.g. RealWave simulations.
Just take a look at the → "Simulation Threads" page for more information.
You can define the quality through the rigid and soft body solver's → "Quality" slider in RealFlow's simulation options.
A → deformer is a wave generator and displaces the RealWave mesh. You can add as many deformers as you want and blend them with a weight parameter.
Please click → here for detailed information.