In this tutorial I would like to show you how to mesh and import a mesh sequence of RealFlow in Unreal. Apart from Unreal utility which is installed with Unreal, you can download the scripts utilities ,where the OBJ rename script was made by my colleague Alex, I’ve used from this link. I hope you like.
En este tutorial me gustaría enseñaros como importar una secuencia de mallas de RealFlow dentro de Unreal. A excepción de la utilidad que viene instalada con Unreal, podréis bajaros los otros scripts necesarios desde este link. El script para renombrar OBJs fue hecho por mi compañero Alex. Espero que os guste.
Importing RealFlow meshes in Unreal! English
Importando mallas de RealFlow en Unreal! Spanish
Holidays have finished and here we are again to post new graph tool. Sometimes we want to apply our displacement map to the mesh so the render can be faster only rendering the mesh and not applying the displacement map in the render process. In that case, we can mesh the particles by using the apply displacement option inside RealFlow, but sometimes we forget to do it and simulate again the mesh and applying the displacement could be a long process. By using graphs, we can apply the displacement maps we want in the folder we want, to the mesh we want as well. In order to do that,
– just open a new RealFlow scene
– Open the Simulation Flow and load the graph
– Change the paths in the graph and the settings you need, like tiles.
This process is very faster, and you don’t need to create a mesh node if you don’t want. The mesh node is only to display the mesh in the viewport.
The graph can be downloaded from here or it can be alse downloaded from RealFlow resources
Enjoy RealFlow 2013.
Sometimes is necessary to write out the info in a specific folder we want and we have to do it manually from the Export Central. It is not necessary anymore. SetProject script will replace the project folder indicating where we want to write out the information when simulating. Take a look this video
Download the script from RealFlow resources
NOTE: Maxwell folder is now working too.
Unfortunately, mist simulations can’t be saved as BIN files so we can render them with FumeFX or Krakatoa. There is a workaround to get the BIN files by using scripting but we need to do the splash simulation twice. First one Splash + Mist and another one only the Splash . Take a look at the video.
Download the script from here
When we have the facility to create a sea mesh in our 3d platform, which has the aspect we want because we applied modifiers to create turbulence, for instance, or any kind of effect for it, we found we can’t load the meshes in RealFlow to use them as a RealWave because the realwave only admit one object as Custom object. Well, I made an example to know how to load any animated meshes and use it as realwave.
– In order to do that we need to create the animated mesh in the 3d platform we want.
– We’ll export the animated mesh to obj sequence. There are several script to export sequences. For 3dsmax you can find some of them in http://www.scriptspot.com/. Remember you’ll need to export the obj as triangulated so RealFlow can read them without problems.
– Once the animated mesh has been exported, open realflow and import the obj sequence. If you have a lot of obj files, there will a lot of objects in RealFlow as well. You can download the obj sequence importer from here . Just paste the path where the obj sequence.
– Apply this script in Simulation Events for FramesPre. There is a bug in Realwave which if you reset the scene and the custom obj parameter doesn’t have any object, RealFlow will freeze. In order to avoid that, put in the maste scrtip in the Simulations Events
node = scene.getRealwave()
node.setParameter("Custom obj", "rw_00001")
I add the scene and the script in the same zip to take a look. Remember if you put another name for your mesh, you must change it in the Simulation Events. It is advisable to leave the padding or change it as well.
Download the scene from here
I want to share a couple of batch scripts so that the workflow with realflow is simpler.
The first script is like a post I put month ago about to load animated multibodies. Now it will be easier with this script. You must paste the path where the animated sd is. If there are several sd files, will load all of them. REMEMBER we can’t use the animated multibodies for using with dynamics due to the infinite forces, but only with fluids. Click here to download the script.
Another script is to load the cache even if you don’t have any cache saved for your objects in the scene. Sometimes we want to load the cache till a frame, but with ALT + U we need an cached object with, at least, more or the same number of frames simulated. With this script is not necessary to use ALT + U, only put the frame where you want to go and if you want to keep the original range you had in your scene. Easy. Click here to download this script
When filling objects in RealFlow, the particles move out of the object and it is difficult to keep the character volume. With a simple script, we can get a complete sequence of particles with the shape we want. It doesn’t matter the number of particles we have for our Fill Object emitter. So, we are going to see how to fill a tiger character and meshing the particles with the particles from a Hybrido scene.
Final render with Maxwell Render.
If you are attempting to do a HOLD for your meshes from Maya plugin for RealFlow or Maxwell (in this case importing renderkit meshes for Maxwell), you’ll see you won’t be able to do it by clicking a checkbox or option. There is a mel script to help you to do the HOLD for your meshes.
For Maxwell you can use an expression on the Time attribute and it as follows.
First, right click on Time and we’ll Break Connection.
Next, we’ll create a new Expression clicking on Time again with right button.
Add the expression
" maxwellBINMeshLoader1.time = (frame < 10) ? 10 : (frame > 20) ? 20 : frame " , where 10 and 20 are the frame you want to HOLD.
For RealFlow meshes we’ll need to do it from script, where 10 and 20 are the frames you want to HOLD as well.
expression -s "realflowMeshSource1.time = (frame < 10) ? 10 : (frame > 20) ? 20 : frame" -o realflowMeshSource1 -ae 1 -uc all
We know we can set an initial or angular speed for dynamics objects in RealFlow, but we can’t animate directly these parameters on time. So, the only way to animate these parameters is using scripting. If we animate the initial velocities for objects will allows us good effects like explosions, objects which are getting breaking in the air, for example. In order to do this effect:
1- We’ll need to load the objects as SD and not as Multibody. It is due to the Multibody won’t change its pivot point position so it will be always in the same point.
2- Once the SD is loaded, we’ll open the BatchScript (F10) and paste this script.
Click here to download the script.
3- This line,
scene.simulateStep(), will simulate the scene directly from the BatchScript allowing us to change the initial velocities for the objects. So, we’ll nee to run the script from the Script menu and Run option in the BatchScript window. You can’t stop the simulation once the last frame is simulated, so you’ll need to hit the ESC key to cancel the simulation. If you don’t cancel the simulation, only the last frame will be overwritten.
Below you have some video examples controlling this effect.
Running without scripting
Running with scripting
Controlling several objects with scripting
First all is to thank to Mike Donovan for sharing this. He made a script to fix a problem in RealFlow when importing cameras from 3D platforms like Softimage. Problem is that the camera is coming in with vertical FOV instead of horizontal that was set in softimage, which is indicating a big problem if you try to get a close result for your shots in RealFlow and your 3D platform by using cameras. This script gets the selected camera and changing the vertical FOV to horizontal again to set it as the 3D original scene.
The script can be downloaded from here