A new video showing HYBRIDO 2.
Shark. Hybrido 2.
luisM.

A new video showing HYBRIDO 2.
Shark. Hybrido 2.
luisM.
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.
I hope you like it.
Car Skidding. HYBRIDO 2
Massive Fluid. HYBRIDO 2
Dancer. HYBRIDO 2
Wheel HYBRIDO 2
luisM.
Hi everyone,
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.
luisM.
Happy new year 2012 for everyone!
This year, RealFlow will be better, I promise you ;)
luisM.
Hi all,
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
Video test.
luisM.
Hi all,
with the new release of MaxwellRender 2.6 I made a simple squirrel scene to render with the new hair support.

MaxwellRender in 3DSMax 2012. Full HD image. 45 minutes of render in a I7 with 8 cores and 12GB of RAM. I’ll make a tutorial to see how it is working and how the renderkit is include into the 3dsmax plugin for Maxwell.
luisM.
Hey,
I would want to say that MaxwellRender 2.6 is out!!!. It is a big update from last version and now we have support for hair rendering, faster motion blur, etc. and a big news for RealFlow’s users. Now we can render our particles and meshes with MaxwellRender by using RenderKit which is integrated inside MaxwellRender plugins and it is free with a Maxwell license to render with MaxwellRender.
luisM.
Hi all,
When you are rendering with the Job Manager, is good to create several splashes domain to simulate in different machines. If RealFlow is crashing for some node when simulating in the RF nodes, is due to the Splash domain is very huge to calculate the particles and some of them are making that RealFlow crash. There is a workaround to solve this. Only you have to apply this formula d<=125.992/Ѵr
where “d” is the distance for the splash domain, and “r” is the resolution for the splash you want to put.
For example, if you want to put a resolution “r” of 200 for your splashes it would be sqrt(200) = 14,14.
d<= 125.992/14,14, d<= 8,91. It means that the splash should be of 12.59 scale for XYZ, assuming it is a cubic splash domain.
In order to create the splashes we are going to create IDOCS selecting the GridFluidDomain. Next, we’ll put a splash for IDOC selecting the Splash_for_IDOC icon. Creating a good splash to use with the job manager, will do the splash or particles simulation faster
luisM.