Introduction to RealFlow 4

Easily create realistic particle-based simulations and fluid effects using RealFlow4 with nearly 4 hours of project-based training. Perfect for new and experienced artists. Software required: RealFlow 4.
Course info
Level
Beginner
Updated
Nov 8, 2006
Duration
3h 51m
Table of contents
Description
Course info
Level
Beginner
Updated
Nov 8, 2006
Duration
3h 51m
Description

Easily create realistic particle-based simulations and fluid effects using RealFlow4 with nearly 4 hours of project-based training. Perfect for new and experienced artists. Popular highlights include: RealFlow User Interface; Exploring RealFlow's different particle emitter types; Using Global and Exclusive Links; Custom Waves; Dynamic Forces; Daemons; Groups; Surface Tension; Particle Interaction; Creating Realistic Splashing Liquid; Using RealFlow's Gas Particles; Importing Geometry into RealFlow; Soft and Rigid Body Dynamics; Exploring RealFlow's Elastic Particles; Using Hypermesh RealWaves to create open water like ponds and oceans; Generating Wetmaps; Exporting RealFlow meshes back into your primary 3D package; Export Central; Constraints; Organizing Simulation Files; Particle Mesh Generation. Software required: RealFlow 4.

About the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hi and welcome to this digital tutors introduction to real flow for training kit. Throughout the course of this training kid, we're gonna be looking at a lot of the key features of real flow that really make it such an amazingly powerful application. And we'll be teaching you how to use real flow with less wasted time and really with more efficiency. So we'll get started by talking about some basic particle properties and how we can, uh, do some things as far as making particles interact with each other and interacting with the environment around them. Now, once we have a good understanding of how these particles work and behave within the real flow environment will start to put a lot of these pre principles to use as far as creating a small project. Now the project will be doing is filling a small glass with very realistic water. So being able to fill this up get the nice splashing motion of the water and all the things that go along with that, and by the end of our first project, will have a good understanding of exactly how all these different properties, as far as particle properties demons and meshes all work together to form one single, cohesive project. Once we've had a chance to look at some of the fluid properties of Real Flo, we'll take a look at how real flow can also be used to simulate things like gas, and specifically will be looking at how we can simulate things like an open flame using real flows. Gas silvers. Once we've had a chance to take a look at fluids and gases, will then move on to looking at elastics and how we can use the last to create surfaces that can not only stretch but can also break apart very realistically. Right now, what's We've had a chance to talk about these different particles and how they work with in real flow. Then we'll start to move our attention onto soft body and rigid body dynamics. So we'll spend some time talking about each one individually, and then we'll look at how we can actually mix both soft and rigid body dynamics together within real flow, to create very realistic simulations of solid objects behaving with gravity. Once we've completed that will take a look at how we can use real float to generate something called a wet map, which is basically just a black and white image that can show the particle positions on certain objects. Then, using these wet maps, we can then take these back into our primary three D package and then use those to very realistically simulate areas on our objects where the water has seeped into it or touch that object. We'll have a chance to look at real waves as well, at looking at how we can not only simulate open bodies of water but also simulate the way that these different objects are able to interact and splash about within that open body of water of the real wave. And then finally will take a look at how we can use real flow to simulate a water drop that's able to fall and realistically splash into a water container. And through that lesson, we'll take a look and explore how we can use real flow to get. These are very realistic liquid simulations. So with water drop, the very realistic crown, the plume and all things that go along with that. So as you can see, we have a lot of material to cover over the course of the next few hours. So let's go ahead and get started