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How to get nice liquid/fluid shapes (Realflow)?
show user profile  br0t

I have the opportunity to work with Realflow for the first time, and I right now I am playing around with it. I have to create some slow motion water splashes like this:

Now this is not as easy as I thought :D The slow-Mo thing is not a problem as there is the Retimer tool that seems to work very well to get slow motion out of a normal-speed simulation.

The problem is more, to get some interesting and good looking shapes. So far I have either tried to create a container of water and throw objects into it for the splashes, or I have filled a glass with water and tossed that around wildy.
Didnt really work out so far, so I was thinking if any of you has some tips for me on how to "sculpt" fluids or any methodology tips - Like, do I always get more fluid detail when I just increase the resolution of my emitter?

I also will have to create water splashes that roughly have the form of a tulips bloom:

Ha ..ha ha..*cough* ...

Don't forget to get drunk tonight and have a happy new year!

never get low & slow & out of ideas

read 2725 times
12/31/2011 4:44:15 PM (last edit: 12/31/2011 4:44:15 PM)
show user profile  killerbee2
if you want nice sheets of water, checkout the repletum plugin for realflow.
As far as my knowledge, it's the only way. The build in sheeter daemon produces meshflickering.

You also might want to check the frost plugin for max to add to your toolkit. Way faster meshing then native realflow with lots more options.

Liquid sculpting is quite hard to get specific shapes. To get to your tullip you might wanna use a magic daemon. For throwing I usually start from a line emitter, several attractors, several bounded noise daemons and lots of patience, trial & error.

And here's some nice reference :

read 2711 times
1/1/2012 4:18:03 AM (last edit: 1/1/2012 5:00:33 AM)
show user profile  br0t
Thanks Tom, thats input I was hoping for, I' gonna check those out!

never get low & slow & out of ideas

read 2693 times
1/1/2012 1:33:45 PM (last edit: 1/1/2012 1:33:45 PM)
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