Tutorial: RealFlow 2014. How to work with the new Ocean Force Field daemon

Hi all!

The Ocean Force Field daemon is one of most interesting tools included in RealFlow 2014. It will allow us to apply a force to modify the fluid’s dynamic. And it is not only for Hybrido fluid but for objects too, giving us the possibility to create very interesting effects. Please, take a look at the videos and I hope you enjoy them.

 

video  Ocean_Force_Field_part1

video  Ocean_Force_Field_part2

video  Ocean_Force_Field_part3

video  Ocean_Force_Field_part4

15 comments

  1. Hi LuisM,

    Actually after 2 weakes of testing I got this result of wave crashing agains cliff

    I have some splashes artifaces like appears and disappers very fast
    The largest speed particles of the core paritcle is 6.5 so I put splashes speed 1 to have some control but it seem I did not. The object interaction factor is 1200 to make the splashes move higher?
    actually I saw the render kit tutorial that have similar example of crashing waves and the splashes appear at the correct postion??? how can I have similar effect.

    here is my splash parameters (I am using reaflow 2014)
    rate 4000000
    Anglethreshold 45
    Curvat 1
    speed 1
    Vorticity 0
    nebghbors 2
    posti variat 0.1
    angle variat 1
    velocity varia 0.01
    secondary splash yes
    bounce 0.5
    radius 0
    min life 14
    max lifr 15

    So please could you help me to fix the artifacts.

    Thank you

    1. Hey,

      It seems that the splashes are underwater sometimes. It can be due the splashes are not matching with the mesh. Have you tried to make a preview of the main fluid and splashes? do you have the same result?. it shouldn’t, because a splash particle mut die when it is underwater, so it seems to be a problem with the mesh and splashes. For the next patch there will be an improvement about to snap particles properly to the mesh.😉

      luisM.

      1. Hi LuisM,

        It have the same effects with corefluids under splashes
        it seems have something wrong in generation parameters,? I don’t know.

        Actually can I generate splashes only when the big waves crests hit the the cliff because the waves are not so high to generate splashes on top of it?

        Sorry for adding the previous same question in another topic😉

      2. Hey,

        The parameters you have will affect how the splashes are going to be created, but I advice you if you want to create particles when hitting the cliff, to use the wet and foam besides the splash. The high is not a reference to create splashes but the curvature, speed, vorticity threshold values. They are parameters in the splashes, but you’ll need to play with them to get what you want. Try with dumb particles in splashes, curvature threshold to 1 and the position variation to 0.4.

        luisM.

      3. Thank you for the reply
        okay I will do what you recommended.

        But I saw sim test that the splashes only generated when the fluid hit the rocks for example not at the core fluid it self. how they did that?

      4. Hi LuisM,

        I did the preview with different main fluid simualtion but I have the same splashes artifacts.
        Can I make the splashes only when the main fluid hit the cliff?

      5. Hey,

        The splash dissapear very faster. Maybe it is good to give it more time. About your question, of course. Splash has a bounding box. Just scale down the splash bounding box and place it where you want. Keep in mind you can create so many bounded splashes as you want.

        luisM.

      6. Ok I will increase the min max time, now it is 14 and 15 seconds!!
        will increase to 60 as the default value.
        but is 15 seconds enough (the video preview is 12 seconds🙂 may be I miss something here.

        I saw a video on vimeo which the splashes generated from graphs and he told me in a message that the splashes generated as Flip (Hyprido?)from a graph. I know the graph is a nother world in realflow🙂

        I always find things in the CG world telling me I had to have a good C++ programming background🙂 but I did not like the programming at all….

  2. Anyway to get the basic scene setup for Ocean Force Field Part 1? I am new and have little clue what the two cubes are doing? Is one to emit water and the other to hold it?

    1. Hey David,

      The two cubes are two emitters, where the small one is a stream with velocity, and the big one is an emitter only with velocity and not stream. In this way, the small emitter will push the particles in the big emitter creating waves, and the ocean_force_emitter daemon is adding noise to them. You can also create waves directly from the ocean_force_field, but you would need a animated map, for instance.

      luisM.😉

  3. hi LuisM,
    im trying to simulate a stormy ocean with a boat floating on it in hybrido, actually i simulated hybrido with ocean force field with the object placed on top of surface of hybrido which is made active rigid body and adjusted the mass of the rigid body…but its not getting movement as it should..
    my reference video link: https://www.youtube.com/watch?v=UG6FhK96dBg

    1. Hi Chandu,

      do you mean the boat or fluids dynamics?. About boat you should use multi joints to hold the boat, because it doesn’t need to be animated and the fluid is making the movement for it. MultiJoints avoid that the boat can sink.

      If the problem is the fluid, maybe you need to increase the ocean force field strength parameter.

      luisM.😉

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