when we are working with Hybrido, sometimes we need to generate .BIN files for our GridFluidDomain but it is possible we have forgotten to check the (.bin) checkbox in the export central before simulating. Result? We won’t have bin files particles when simulating.
Now, the problem is we can’t generate the .BIN files for the GridFluidDomain once that the GFD has been simulated. There are two ways to generate the BIN files once the GFD is simulated. First one is resimulating the scene, which is not a advisable because if the simulation is very heavy, it will take long time to write the GFD and the BIN files again.
The second one is the right way and it just take short time to export. So, in order to generate the BIN files we need to make sure we have the “Particle cache (.bin)” checked for our GridFluidDomain node.
Next, we need to put the GridFluidDomain to “Active” and opening the Batch Script Layout to write a little script.
Once the script is done, put the timeline to 0 and going to Script menu and running the script. If you open now the particles folder you’ll see that the bin files are written.
Last week a new webinar about Maxwell working with RealFlow was launched. If you could not see, now you have a new opportunity. Thanks to Victor S. and Dario for the great webminar.
Sometimes we have a simulation which we had used SPH particles like circles, squares, object emitters, etc emitter but we want to add splashes or foam to it in the same way we do for the Grid Fluid Domain. In order to do that, we can convert the SPH particles to Grid Fluid Domain particles by using a batch scripting , and they will work in the same way that the GFD particles do, it means adding splashes or foam to them. Take a look this video to know how to do it and download the script too.
As you know, a new Maxwell Render Suite patch: 2.6.10 has been released. Now we can render a lot of particles generated in RealFlow with maxwell render and renderkit 2 with no required license because it is free in very few time, with a great look. Just download the plugins and render with Maxwell the particles, meshes, etc. Now, the plugins include the renderkit 2 for Maxwell in Maya, Houdini, 3dsmax, Cinema, Softimage. Below you have some examples using Maya and 3dsmax.
Important: It is necessary to install the Maxwell patch 2.6.10 to work in a correct way with the new plugins and renderkit2.
Finally I was allowed to share with you some simulations that I did with the new HYBRIDO solver, to be released within RealFlow 2013. This solver has been created from scratch in order to replace the current one. In the videos you can see that is a pretty fast solver and gives a natural and realistic fluid simulations.
For those of you interested, the new solver is an implicit solver, as opposite to the current one which is an explicit solver. Implicit solver means that just only a few simulation steps per frame are needed, and this means, of course, faster simulations. It means also that “bounciness” is totally removed. The current solver needs many many simulation steps if you want to remove “bounciness”, and even doing it you can’t remove it completely.
We are very excited about this new technology and we strongly believe that this solver will make a huge difference when working with HYBRIDO.
When creating and opening a scene, we find issues to import the objects if they are not in the “objects” folder. A box dialog will open and ask us where are the objects. It is tedious if we have a lot of objects to import. So, in order to import them in just one time, we can use the XML files and the $(XMLPATH) command in this way.
Where “C:/Users/Administrator/Desktop/esfera.sd” will be replaced with
Putting the $(XMLPATH) and checking the “Apply to all files…” will import the all external sd files where the XML file is placed and subfolders. It means if you have saved the xml file in “c:\temp\scene.xml” if you import the xml from this path, putting $(XMLPATH) command will check all objects in “C:\temp” and subfolders.
Sometimes, when we are simulating splashes, they appear be under control but then, there are explosions due to the collision with objects. In order to remove these sort of explosions, it is good to put a KCollision daemon to kill the particles which are colliding against the objects. The result of the simulation is more natural.
Another optimization is simulating the splashes putting the objects in cache mode. Usually, in this sort of scenes, the main fluid will affect to the objects but not splashes. For this reason, it is good to put the objects in cache mode too when simulating splashes to avoid that RF takes more time to simulate due to the objects and splashes calculations. In this scene, the kcollision will affect to the “plain001_4″ object (terrain object) and not rocks or branches
My colleague Gustavo made a webminar last week about how to work with Hybrido and RealFlow Nodes. Well done!!! Click on the image to view the webminar.