I would like to share some tutorials I made long time ago about how to import and render meshes or particles with different kind of renders engines. Unfortunately there is not sound, only subtitles, because I don’t have time right now to edit the sound but I wanted to share them anyway. I’ll replace the videos with the edited sound when I can. Sorry for that.
How to importing a RealFlow alembic mesh sequence in Maya
How to render meshes and particles with Renderman by using RFConnect in Maya 1
How to render meshes with Arnold by using RFConnect in 3dsmax
How to render Alembic mesh sequence with Mantra – Houdini
How to render RealFlow particles with Krakatoa in Maya 1
How to render particles in Krakatoa Maya 2
How to render particles in Renderman by using RFConnect in Maya
How to render Alembic particle sequence with Mantra – Houdini
Download this RealFlow scene where a ship is crossing the sea in the middle of a storm. You have two possibilities, either downloading the scene with initial state and ready for simulating or downloading the scene without initial state for checking out the parameters. Your choice 😉
Now is the turn for some videos of Dyverso. As I said in the previous post there are a lot of videos coming ;). Let’s try to learn how to make amazing simulations but knowing what parameter we need to play.
RealFlow tutorials series – Dyverso
Learning RealFlow 2015: Dyverso Starting with Dyverso
Learning RealFlow 2015: Dyverso modifying the resolution
Learning RealFlow 2015: Dyverso – Speed for emitters
We are testing the VDB Mesher for RealFlow and I would like to share with you some test I made. The VDB mesher is very very very faster and pretty cool 😉 Some examples using several VDB filters below and even mixing them to get what we need.
Another great feature for RealFlow 2014 are the extensions when creating meshes. Imagine you can create huge extensions of meshes without extending the fluid simulation. For areas where there is not interaction between objects and fluid, the simulation would waste too much time to simulate those parts too. So, it was necessary to concentrate the simulation in the area where the objects are going to collide with the fluid. Mesh extensions will save you long time to simulate that kind of scenes.