In the last year I’ve done some exciting work. Feature film, commercials, and amusement park rides. The first part of the video is some R&D and the second half is renders from projects. Both are MP4 videos with H.264 compression, Quicktime can play them or any other H.264 capable player. Enjoy!
Scripting in RealFlow 4 makes many things possible. I see a lot of users looking for a way to change particle behavior based on collision with an object in the scene. This can be done using a event script to move particles from one emitter to another based on collisions. Exclusive links can be setup [...]
The multi threaded meshing script for RF4 I wrote before solved a problem but created some by itself. Often times when meshing with multiple threads the memory usage would exceed the systems memory and eventually crash or get killed by the user. To prevent that problem the second version will have automatic memory throttling based [...]
My final project in school in a sequence of a Mini Cooper. The car is formed from fluid, leaves a trail, and then splashes apart at the end of the sequence. I approached the problem many ways, but relied on some scripting to get the final result. An emitter generates particles in a fixed [...]
Realwaves have particle layers which allow them to be meshed with other fluids, but the particle layers have some limitations. I made a script that converts faces and/or vertices to particles from a simulated Realwave. Now a “particle layer” can be a post process and not interfere with simulations, and meshes for the Realwave can [...]
Generating meshes in RealFlow 4 is a single threaded process. Understandably though, from a programming point of view I can imagine this to be very complicated to break into a multi threaded process. So to get that extra bang out of multiple CPU’s and RealFlow I’ve created a script that can utilize all processors in [...]
I’ve been working on a project to flood a basement in RealFlow. This is the first phase of the project where I’ve setup the objects in the scene and the fluid dynamics. The next step of the project is to setup shaders and lighting for the fluids in Maya.