| · BRAND NEW TUTORIALS |
| Geyser (Particle Types)
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The first of a series of tutorials for beginners and advanced users alike. Here we learn how to make a geyser like stream. This is a good starting point for common effects such as flamethrowers, fountains or a rocket engine exhaust. It focuses on particle control as well as animation, interface, workflow and simulation export.
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Water Drop (Daemons) |
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Here, we'll recreate a macro photography classic: an elegant droplet falling under its own weight leaving a trail of smaller drops. This tutorial focuses on daemons to control the fluid's behaviour and the use of expressions.
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Playcatch (Guided Scenes) |
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Another step to learn how to control fluids using daemons. In this tutorial, two objects play by passing a ball is viscous fluid.
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| Chase (Daemons)
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The fourth tutorial of the series gives us important knowledge about cameras, objects, and how to control these daemons' movement. Two spheres chase each other through the city.
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| · GUIDED SCENE |
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Parking Flood |
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What we want is the car to be coiled by the incoming water flood, hit the wall and turn into its flank.
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Compositing |
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This is a guide about compositing particles and RealFlow3 workflow.
Part1: Bin Loader Introduction
Part2: Emision & simulation
Part3: Bin Loader as Particle Compositor.
Part4: NBinLoader.
Part5: Meshing (coming soon)
Part6: Substractive Meshing (coming soon)
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| · PARTICLES
TYPES |
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| Elastics
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In
this tutorial, we are going to take a look to how to make elastic
objects using RF3 Particles.
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| · DAEMONS |
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| Surface
Tension |
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This
daemon increases the cohesion of the liquid skin. What this means
is that the particles surrounding the fluid will be atracted to
it, and what that mean is that is going to make ir rounder and is
going to atract it self.... something like mercury
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| · EXPRESSIONS |
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| If
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In
this Tutorial you can see how we can control the emitter`s emsion
speed using a Derived Variable from another one.
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| · OBJECT vs
OBJECTS |
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| Collision
Method |
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In
this tutorial, we are going to take a look to the some of the RF3
collision methods for rygid body dynamics simulations.
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| Energy Treshold
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The
Energy treshold is the minimun amount of energy that an object needs
to "have"
in order to start its movement.
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| · OBJECT vs
PARTICLES |
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| Impulse
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With
impulse, you can make objects to be moved by a linked particle emitter
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| Particle
Force |
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Particle
force is a multiplier of the interaction between particles and objects.
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| · PARTICLES
vs OBJECTS |
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| Collision
Distance |
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Collision
Distance: Indicates the distance to an object face where a particle
will collide.
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| Sticky |
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The
sticky factor represents a force which tries to ensure that particles
remain stuck to the faces of the object. It is useful for simulating
the commonly observed behaviour where liquids slip over the external
side of objects.
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| Wet Effect |
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RealFlow
allows you to wet your objects by "painting" over its
UVs
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| · REALWAVE |
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| Standard
Sea |
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Usually,
when you want to create huge sea surfaces, you don´t need
to have the same level of detail close to camera as when you are
far away from it.
RealWave gives us the possibility to create zones with more detail
through its Hypermesh option. |
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