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This section is subdivided into three parts:

  • Splash Thinning Filter
  • Core Smoothing Filter
  • Global Filters

 

The first two filters are only applied to certain parts of the mesh, the global filters, on the other hand, affect the entire mesh structure.

 

3DS

C4D

HOU

LWV

MYA

XSI

Splash Thinning Filter

Splash Thinning Filter

Splash Thinning Filter

Splash Thinning Filter

Splash Thinning Filter

Splash Thinning Filter

Splash Threshold

Splash Threshold

Splash Threshold

Splash Threshold

Splash Threshold

Splash Threshold

Thinning Size

Thinning Size

Thinning Size

Thinning Size

Thinning Size

Thinning Size

Core Smoothing Filter

Core Smoothing Filter

Core Smoothing Filter

Core Smoothing Filter

Core Smoothing Filter

Core Smoothing Filter

Core Threshold

Core Threshold

Core Threshold

Core Threshold

Core Threshold

Core Threshold

Smoothing Steps

Smoothing Steps

Smoothing Steps

Smoothing Steps

Smoothing Steps

Smoothing Steps

Global Filter

Global Filter

Global Filter

Global Filter

Global Filter

Global Filter

Relax

Relax

Relax

Relax

Relax

Relax

Tension

Tension

Tension

Tension

Tension

Tension

Thinning

Thinning

Thinning

Thinning

Thinning

Thinning

Steps

Steps

Steps

Steps

Steps

Steps

Splash Thinning Filter

This option enables a set of filters which only work on parts of the core fluid which behave like splashes (these splashes have no relation to RealFlow's → “Splash” emitter). The filter is used to make splashes thinner, and avoid thick and rounded ends.

RealFlow's Hybrido calculates an internal value to define a particle's “degree of splashity”. This property is actually called “splashity” and ranges from 0 to 1. A value of 0 tells the mesh engine that the particle has no splash characteristics and can be considered a core fluid particle. 1 means that it behaves like a splash particle.

Core Smoothing Filter

“Core Smoothing Filter” is only applied to the main body of fluid. With this filter it is possible to remove unwanted ripples and patterns, and create a smoother fluid surface.

The principle behind this filter is exactly the same as described above for splash thinning: an internal value determines whether a particle is a full core fluid particle, or if it has splash characteristics as well. The amount of smoothing depends on exactly this value.

Global Filter

These filter types can also be found in the RenderKit mesh engine, and they are used to improve the overall quality and look of the mesh. Please be careful with these parameters, because high settings change the fluid's characteristics: over-filtered meshes often look like liquid metal. Another effect you will observe is that filtering removes details and the mesh shrinks.

Relax

Affects the mesh's borders, and can be used to make them thinner and sharper. Please choose a low value (e.g. 0.1), and increase “Steps” to achieve better control over this filter.

Tension

This filter flattens the mesh surface and removes unwanted high-frequency patterns. Normally, these structures do not occur very often, so “Tension” is rarely used. Enter a low value (e.g. 0.1), and increase “Steps” to achieve better control over this filter.

Thinning

The effect of this filter is that all areas of the mesh become thinner and create the impression of a mesh with a higher resolution “Thinning” is very fast and gives great results. Valid values range between 0 (no thinning) to 1 (maximum). We recommend low settings between 0.1 and 0.3. Please note that “Thinning” is not affected by the “Steps” parameter.

Steps

Instead of using a high value for “Relax” and “Tension” we recommend low settings of around 0.1, and an increased “Steps” value. The parameter tells the meshing engine how often a filter will be applied. This way you achieve better control over the filters and get better results. “Thinning” is not affected by “Steps”.

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