Tutorial: from simulation to the render

hi all!

I want to start several tutorials explaining the method to work from your 3D application, make the simulation in RealFlow, take all necessaries passes from the simulation and rendering them with Maxwell to composite with NUKE. We’are going to start with the easier video “The propeller simulation”

Here you are the first part “How to work with Alembic in RealFlow”

Download the propeller SD geometry from here

Enjoy RealFlow 2013!




  1. Great initiative luis, definitely want to see more rendered sims and less playblasts. Not sure if it’s important but the first video is private?

  2. Hej Luis, thanks for those Tutorials and supporting New users! ( btw. First video is privat > unable to watch ๐Ÿ˜‰ )

  3. Hi Luis… Great tutorial ! I have a strange situation here… I have a ship model in max and a seabed. I did a sim in realflow for the sea, waves and then exported the meshes to max. It all renders fine in maxwell, but when I sim the splash and imported in max, I do a render, and it only shows the background and the splash ! It doesnยดt render the rest ! if I delete the splash from the scene, it renders all back. Any ideas of how to fix this weird thing ? Thanks, man…

    1. Hi!

      Are you importing the splash with the Maxwell or RealFlow plugin? If it is the RF plugin could be that the radius for particle is too small, and if it is Maxwell check the axis and the radius for particles as well.

      Let me know.


  4. Iยดm importing the splash from 3ds max, using the bin particle importer… Is that the right way to do it ?

    1. Hey,

      That is the way but I would use the rpc format if you are working with hybrido domain. Also, depending what you want to do. For instance, if you want to render the particles Sph or hybrido domain, I would export rpc for hybrido and bin for sph. Both of them can be rendered with renderkit, but if you want to use krakatoa, you can export them from realflow as .Prt.

      If you are loading the particles to mesh them with renderkit you could use any format you want. In this case it is the same.


      1. Hi Jarne,

        It will be soon. I don’t have time at this moment, but I hope it will be available in a couple of weeks. ๐Ÿ˜‰


  5. Hi LuisM, when is coming the next tutorial on this. This is a very important topic that is not very well covered in deep through the manuals so your tutorials will be very helpful to all of us. Thanks, Alex

  6. I was wondering, how i could add realistic foam to my scene. Now i add an sphere as emitter and simulate this in a small box with foam. But i generate more Foam then other particles. (100,000 normal and almost 1,000,000 foam particles). It would be verry nice to have a good tutorial on these basics.

    Kind regards

    1. Hi jarne,

      Foam has a parameter, “Emission rate” which is indicating the number of particles per second and per cubic meter. Also, the parameter “curvature threshold” will add more particles depending on the curvature area, where 0 will be particles everywhere and values greater than 0 will limit the are to emit particles. Also, the position variation will control the amount of particles by setting values lower than 0.1 to get less particles and values greater than 0.1 to get more particles.


  7. i am glad if anyone help me to render the hybrido splashes in maya . i tried but not get the desired look . please help me . Thank you

  8. Hi,

    I’m having trouble importing the HY Splash particle BINs into Maya. The particles don’t show. When importing, only an empty emitter is created. What’s the right way to import them?

    1. Hi Boudter,

      Make sure you don’t have a name like “Circle0100001” for your emitter because Maya will think that the sequence will start on the frame “100001” instead 00001. The name for emitters must be like “Circle01_00001” separating the name from the number sequence. You can change that in the RealFlow preferences for new scenes and changing it in Tools for the actual scene.



  9. I really hope there comes a tutorial for this in rf 2014. ship for boat sim, or similar from start to end. (ocean disp, de new ocean deamon, splash, foam, .. rendering in maxwell)
    all from start to finish. there is no place where you can find all of this.

    Kind regards!!!

    1. Hi Jarne,

      I hope to make this kind of tutorials. I’m going to upload a serie videotutorials to learn how to work with RealFlow 2014. Today I’m going to upload a few videos. I hope you enjoy them.


  10. Hi, Is there any way to render realistic foam and waterline inside maya?
    Please point any tutorials available. Thanks

    1. Hi Gurubaran,

      It depends on you need and how the close is your camera in the animation. If your camera is very close, I advice you to mesh the foam, if not, rendering as particles with a RGB 245, 245, 245 would be enough and adding motion blur for them.


      1. Thanks for the reply Lui!
        Its a close shot and the foam is contacting some wood which is floating. The waterline/foam particles are good in simulation. Once it come to maya, I tried Karakota as well as converting maya particle clouds. No luck either method.
        I am not able to get the chunkiness. Any suggestions?

      2. Hey,

        Have you tried to render the particles as small spheres adding Motion Blur?. Also, keep in mind you’ll need to control the matte objects rendering with secondary particles.


  11. Did you ever finish this series? As others note here there is very little information on how to use the various outputs and secondary particles in your render and how to produce them correctly in RF. All tutorials seem to stop at the RF stage and never take it further.

    1. Hey,

      not really. I don’t have time :(. We are working on RF2015 and the time to do tutorials is not enough. Anyway, I’m going to try to complete this series with a good example I’m preparing. ๐Ÿ˜‰


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