We now present brand new tutorials to help our users conveniently and quickly learn about the power of Next Limit’s products. These tutorials will demonstrate the basic steps necessary to set-up and create a variety of fluids & dynamics simulations using RealFlow3. They will provide the novice user with the necessary know-how to produce realistic animations within a short period of time.
Tutorials are currently being developed for all supported 3D applications.

· Legend: Main types of elements used in the scenes
Emitters Daemons Objects Constraints Meshes Realwave Expressions

· 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.



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.


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.
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.

 
 
· GUIDED SCENE
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.

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)


 
· PARTICLES TYPES
Elastics
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In this tutorial, we are going to take a look to how to make elastic objects using RF3 Particles.


 
· DAEMONS
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
 
· EXPRESSIONS
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.


 
· OBJECT vs OBJECTS
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.


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.


 
· OBJECT vs PARTICLES
Impulse
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With impulse, you can make objects to be moved by a linked particle emitter


Particle Force
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Particle force is a multiplier of the interaction between particles and objects.



 
 
· PARTICLES vs OBJECTS
Collision Distance
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Collision Distance: Indicates the distance to an object face where a particle will collide.


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.
Wet Effect
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RealFlow allows you to wet your objects by "painting" over its UVs
 
 
· REALWAVE
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.