Create Animation with RealFlow + Cinema 4D + AE
RealFlow is a fluid and dynamics simulation tool for the 3D and visual effects industry, developed by Next Limit Technologies in Madrid, Spain. This stand-alone application can be used in conjunction with other 3D programs to simulate fluids, water surfaces, fluid-solid interactions, rigid bodies, soft bodies and meshes. In 2008, the Next Limit Technologies was awarded a Technical Achievement Award by the Academy of Motion Picture Arts and Sciences for their development of the RealFlow software and its contribution to the production of motion pictures. In 2015, Next Limit Technologies announced the upcoming release of RealFlow Core for Cinema 4D.
RealFlow technology uses particle based simulations. These particles can be influenced in various ways by point-based nodes (daemons) which can do various tasks such as simulate gravity or recreate the vortex-like motion of a tornado. RealFlow can also simulate soft and rigid body collisions and interactions. The inclusion of Python scripting and C++ plug-ins allows users to program their own tools to improve RealFlow capabilities, adding control to most aspects of the RealFlow workflow including batch runs, events, daemons, waves and fluids.
The RealFlow Renderkit (RFRK) is a set of tools designed to facilitate the rendering of fluids. The RFRK enables the generation of procedural geometry at render time and the rendering of individual fluid particles. With this interface, fluids can also be rendered as foam and spray.
On July 30th, 2015 RealFlow 2015 was released to the public. The main features in this major release include:
• An increase in the quality of simulations.
• New DYVERSO solvers and GPU acceleration.
• Direct-to-render feature using Maxwell Render™.
• Enhanced User Interface
• More controllabitlity: new splines nodes, text tools, daemons falloff, crown daemon, and spreadsheets
• DYVERSO solvers and rapid OpenVDB meshing speed up simulation times by 10x.
• Particle based solver (liquid, gas, elastic and particles)
• Interaction bitmaps
• Custom particle behaviour
• UV data and weight maps
• UV texture mapping
• Automatic mesh generator
• Force fields
• Python / C++ plugins
• Direct-to-render feature
• OpenVDB meshing
• Hybrid fluid solver technology to simulate large bodies of water with secondary effects such as splashes, foam, and mist
• Rigid/soft body dynamics solver
• Mix animation and dynamics
• Physically accurate water surfaces
Python scripting / C++ plugins
• Batch runs
• Drastic speed-up on simulations
• Smooth layered meshes,
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