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 also downloaded from RealFlow resources
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