30 Mart 2009 Pazartesi

REAL FLOW SU ANİMASYONU MAX'E AKTARMA





Create Fluid in Realflow
by João Felix, Portugal



Hello everyone. My name is João and this is a complete tutorial about how
I did this image.
Hope you like it...


Model the geometry for being imported to realflow

Let’s start with a spline in 3ds Max and then we apply the lathe modifier.


This is the geometry that is going to be imported to realflow. It’s very low-poly
but it contains the sufficient detail for a good simulation. Remember, more geometry
means bigger calculation times…and that is very important!



Now we create a plane that is going to be our floor.



Everything is ready. Now we have to export the geometry.

In Utilites panel click on more... and then on SceneData Saver.

Select all of your objects (glass and floor) and click on SD saver settings. A new window will
a ppear, click on SET. In the next window that is going to show up, if you don’t want to
change the time interval, click on SAVE SEQUENCE and choose the place you want to save
your .sd file.



Creating the Fluid

Choose the name of the project and click on Create new project, in the dialog box appears in
realflow.

Lets import the geometry. File> Import > Import SD Scene. Choose the file and import.




We have the geometry, now it’s time to create the emitter. Create a Circle emitter and place
him where you want to show fluid pouring (in my case pretty high).




The only settings that I’ve changed in the emitter were the Resolution (1 to 100), Int (internal)
Pressure (1 to 0.1) and Viscosity (5 to 2). High resolution means more dense particles.




Now circle emitting the particles but we have to create gravity. Without gravity, nothing
makes sense. To do this go to realflow Daemons panel and click on Gravity.





To facilitate the calculation, I created a daemon called ~Volume. He kills all the
particles that go out of the box.



Now we have everything. If we click on Action button you will see the particles are not
interacting with the geometry. To make that happen, go to the Scene Tree. In scene tree make
a relationship between everything, so objects interacts with the particles. In this case,
the glass, the plane, the gravity daemon and the ~volume daemon.




IMPORTANT: Every square on the grid has 1m x 1m and the scene scale is very important
for physical calculations. We might need to change it. In my case it’s 0.2 when the default is
1. Try not to use the exact scale because the object is too small and realflow has some problems
with that.



Before we click on the Action button, let’s “tell” realflow to save our particles. To do that we go
to the Export Central and put a little check on the circle emitter.



The moment you’ve been waiting for…click on Action. Let the simulation calculate, drink
some coffee, and come back. Everything ends but if you are not happy with the result, “play” with
the emitter settings and the scene scale. Now you are thinking: But I don’t want particles,
I want a mesh! Calm down, that is exactly what we are going to do next.


Click on Create mesh button on Meshes panel. Now click on Build mesh to see the mesh in the
realflow viewport.



These are the mesh settings that I’ve used in this scene:



Now we have to export the mesh. Again to the Export Central and this time we check the mesh.
Click on the Build mesh on play and next we click on play! Our mesh is ready! Let’s go back to
3ds Max and prepare our scene for rendering.





Illumination, Materials and Render

Let’s start by importing the mesh that we’ve just created.



When we created the new realflow project, it creates a folder with the name of the project.
Inside this folder is another one that is called Meshes. Inside it is the mesh.
Select the first file and open it.




Click on "Create Mesh" and Voila !!!

Now we are going to arrange our scene. I created a new glass and also created two planes
that are going to be our lights. You can see that the illumination is very simple.



Change your rendering engine to maxwell (I think everyone knows how to do that).
Create your camera (Maxwell Camera) and now is time to put some materials in the scene.

We are going to make the illumination first. We create a new MXM material and the
Maxwell Material Editor will open.



When the Maxwell Material Editor opens we click on Basics and we change the material type to
Emitter reducing the 1000 Watts to 500W.




The first light is created. Make the exact same thing for the second light but this time use 200W.
Until now we have two materials: One light that has 500W and another one with 200W. Let’s apply
the 500W light to the plane that is on the side of our scene and the 200W light to the plane that is
above our scene.


We are done with illumination. Let’s give the scene its last 3 materials. All the materials are from the
MXM Gallery and they are: Wood, Glass and Wine. Now we done everything, just have to click on
Render. Here is the final result after some tweaks in Photoshop:




Hope you like this tutorial and have any questions or suggestions then please email me jr2joao@hotmail.com and find attached the scene files Download Now

İzleyiciler