Tutorial: How to create splash, foam, or GridMesh on the basis of a GridFluidDomain.

Here we have another tutorial, in 3 parts, explaining the working on the GridFluidDomain with the different elements like splash, foam, mist or GridMesh and when we need to create each one and how to sort them in the exclusive links.

I made a script “GFD_connection” to create the links, automatically, between GridFluidDomain and the different elements in the scene as splash, foam and mist. Download it from RealFlow5 Resources. I hope it likes you.

~ by luismma on August 5, 2010.

23 Responses to “Tutorial: How to create splash, foam, or GridMesh on the basis of a GridFluidDomain.”

  1. Hi sir these are very good tutorials but i faced one problem
    the problem is i converted mesh using gird mesh but when i give displacement map then the realflow software is closed. I cant understand what problem is that.Any help..

    My system configuration
    AMD Phenom II 1090T Black edition 6core processor
    8GB ram

  2. Una Pregunta Luis he estado mirando información acerca de la exportación del MIST pero lo unico que he encontrado es que no se puede exportar el mist, solamente es para visualización, es cierto esto? hay alguna manera de calcular el mist y exportarlo? en caso de que quisieramos el mist, tendriamos que hacerlo con algún programa externo?

    Muchas Gracias por todo, un abrazo

    • Hola Ivan,

      Claro que se puede exportar los ficheros de informacion de mist en formato MTC desde RealFlow. Un fichero mtc contiene la informacion para poder ser renderizada con el cloud de RenderKit en renderman, mental ray o mantra, en cualquier porgrama 3d como maya, 3dsmax, softimage o houdini.

      Of course. You can export the mist information to mtc files from Realflow. The mtc file stores the information so it can be rendered with renderman, mental ray or mantra from any 3d program like maya, 3dsmax, softimage or houdini.

      Espero que te ayude.


  3. Great Work Luis, I see that Hybrido Grid fluids are well suited for fine detail indeed. But i find one problem which i cant come across a solution for. Let’s take the above render of yours (or even this example http://vimeo.com/27000416),supposedly you wanted to do a low angle full ocean shot with the horizon and sky visible, how will you fill the empty area (black space) of the framed camera, as the grid would only be covering a small area of the frame. Like I know in Realwave (using Statistical spectrum) the grids can be seamlessly tiled, thus creating a large ocean ocean surface! So when using grid based hybrido fluids would that be all heavy 2D compositing work to fix the empty space?…Or can you merge some 3D ocean surface with your grid fluid box?..

    • Hi Dilip,

      Usually when you make this kind of scenes, there is a close water are to make the simulation and then a composition is necessary. So you can simulate the scene with hybrido, for example, and then create sea areas with realwaves, or any 3d packages you want like houdini oceans, or maya, etc. Once you have the images, you must composite them with a 2D software like toxic or nuke. If you try to simulate the all sea you want to see in your scene, it would take long time. Most of films, use masks images to composite these scenes.

      In the case the scene you show me, there is a trick because the boat is moving with the domain, so the boat and the domain have the same transformation for the animation. This effect makes that the scene has more datail to create splashes and movement.


      • Thank you for the reply Luis,
        I see that in this tutorial of yours you have kept your ship still. Perhaps your ship is an active rigid body (with simulation active) and the grid fluid is simulated to be flowing like a stream. How did you set this up?
        The other approach which we saw is in Angel Tena’s vimeo video where she was using RF 2012. There the motion of the boat was key-framed to move in either the X or Z axis. Now for my scene I key framed my boat to move some units in the X axis, and also set it as an Active Rigid Body (with Simulation Active). I am looking for the boat to interact with the grid fluid while it is also moving. But whenever i click simulate only the grid fluids are in motion and the boat just stays still in one spot. Or setting an initial velocity value in X or Z axis is the only way to move the boat? But setting initial velocity was giving me some whacky results and not what i wanted,I would like to know a solution where my keyframed custom animated boat can be set as an active rigid body and it also interactes with the grid fluid. For the grid domain settings i followed your suggestions in this tutorial
        The Boat Rigid Body Settings i have uploaded here
        If you can give your valuable tips it would be great, Thank You!

      • Hey Dilip!

        In order to work the boat scene like you are seeing, the boat and the domain will need to be animated at the same time. It means if you move the domain, the boat must have the same animation so they can move, both nodes, at the same time. If your boat is still, there won’t have a fluid interaction between boat and Grid fluid domain. For the boat movement is easier. It is animated simply with a function for the up axis like sin(t), which makes the boat goes up and going down.


  4. Hi Luis,
    I followed your Alligator pdf tutorial and created a big Cube emitter matching the size of my gridfluiddomain except in height. I also rotated the GridFluidemitter to the opp direction of the boat movement. The boat was moving fine and interacting well, but the whole fluid grid was like smooth as a square marble, even when i was testing the displacement shader and changing the settings on the GFD, you were mentioning in the alligator tutorial that this was the same approach that you used for your killer whale scene and i could see in the killer wave render that you have some nice ocean wave surface. My question is, in this above ship scene, how did you fill your GFD like in the alligator scene, one big huge cube block, or you let the emitter for a while and get filled up (with the sim lock on)..and thus you are getting nice flowing water, with perturbations when you build the mesh with the displacement shader on, here (in the above ship scene)

  5. Hi Luis,

    It looks like the only foam being generated here are are the ones in contact with the ship. I have created a stormy ocean surface with displacement in Hybrido. Could you tell me how to create foam to match the whitecaps in the scene using the displacement map. Would be really glad if you could give me some directions on this.

  6. Luis, I’m working on something similar. I will share my results as well..

    It is a man-eating sea devil that rises from the ocean.

  7. hi,
    your video is private!?

    • Hello Hamed,

      I’m checking it out. All videos I have should be public, but I can’t find why this videos now appear as private. I’ll keep checking and I’ll let you know. Also, keep in mind that these videos are related with an old version of RealFlow and now, the setup to build the scene has changed in RealFlow 2013. So, I advice you to check out RealFlow 2013 tutorials instead RealFlow 2012 or RealFlow5. ;)


  8. The videos are private!
    I am looking for workflows with splashes, foam and mist.
    Thank you for your blog!

  9. hey luis….i too have this problem of your videos being private…pls chk…thanks

  10. Hello Luis,

    Can you give me please your email, because I have a problem and I want your help with a tutorial?


    • Hey,

      You can post your question here ;). It will be valid for those with a similar problem. I can tell you the mail, but maybe your question will be helpful for many people here. ;)

      I don’t understand the second question very well. Keep in mind that the foam always move depending on the hybrido particles. So, if the hybrido particles are slow, the foam will be slow.

      For the third question, you’ll need to play with high values for the position variation and low values for the curvature threshold parameter when using From Domain.



      • Hello, Sure you are right. I am following your tutorial with the realwave, which is 3 parts and I want to ask why in my realflow 2013 i cant find the parameters time factor and Repeat U + V in the Ocean statistical Spectrum.
        It is the same version.
        My second question is how can i create foam from a boat that passes with very slow speed.
        And the third question is how can i create foam from the sea when is touching the beach, like the photo attached. Is is the same way with the second question?

        Really sorry for asking so many things and thank you very much.

      • Hi,

        The time factor parameter and Repeat UV are in the Ocean Statistical Spectrum tab when you select the Hybrido Domain, for RealFlow 2013/2014. Check you have the last version 2013(

        luisM. ;)

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s


Get every new post delivered to your Inbox.

Join 432 other followers

%d bloggers like this: