Training and Education

Resources - Tutorials

Terminator effect

Title: Terminator effect (RF4)
Author: NL
Date: 22 April 2008

Level: Intermediate
Used with: ---

 
DaemonsEmittersMeshObjetcs

Resume: In this tutorial we'll learn how to simulate the “Terminator mercury effect,” and also how to control particles and meshes.

Tutorial File: Click here (.zip / 36,3 Mb English/ Spanish)



RF_magazine: Choppy Waves

Title: Choppy Waves (RF4)
Author: Thomas Schlick (RF_Magazime)
Date: 18 February 2008

Level: Basic
Used with: ---

 
RealWave

Resume: RF_magazine has released a free tutorial on how to create choppy waves inside RealFlow. It is part of RF_magazine, but can be donwloaded separately as 5 page course. Just a nice taste of Thomas Schlick RealFlow skills.

DOC: View here




Liquid Dance

Title: Liquid Dance (RF4)
Author: Christian Zuppinger
Date: 21 September 2007

Level: Basic
Used with: Cinema 4D

 
DaemonsEmittersMesh

Resume: Experience the power of attractors in RealFlow4 and how they can be animated to give rise to interesting shapes and surprising animations.

DOC: View here ( videos and files inside the document / 1,41 Mb)




Make a Splash

Title: Make a Splash (RF4)
Author: Gustavo Sanchez Perez / 3D World
Date: 10 April 2007

Level: Basic
Used with: XSI

 
DaemonsEmittersMesh

Resume: Who needs high-speed macro photography when you’ve got RealFlow? 3D World shows you how to use this powerful fluid simulator to capture the microscopic world.

HTML: View here




Anemone

Title: Making an anemone in RealFlow (RF4)
Author: Jalo
Date: 27 March 2007

Level: Intermediate
Used with: 3DStudio Max

 
DaemonsEmittersMeshRealWave

Resume: Recreate an underwater environment of elegant and subtle motion. This tutorial makes a smart use of fibers and meshing to create an anemone.

PDF: Download here (4,53 Mb)
Video: Click here (Streaming)




Pouring Chocolate

Title: Pouring Chocolate (RF3)
Author: Toby Evetts
Date: 6 Junio 2005

Level: Intermediate
Used with: ---

 
EmittersMesh

Resume: Kallipigous’ tutorial on pouring chocolate to form a bar. This excellent and well presented tutorial captures the real workflow of a RF project and covers a classic commercial application. It describes very well the experimental process of getting things looking right in a reasonable period of time, and various extremely useful tricks that all RF users need to know about – such as using low res proxy objects, experimenting with low res fluids, using binary loaders for improving meshing, and on-the-fly adjustments to get things right (rather than full re-simulations). All resource files available for download. Good for beginners to advanced.

HTML: View here




Whisky Pour

Title: Whisky Pour (RF3)
Author: Mark Stasiuk / www.fusioncis.com
Date: 6 Junio 2005

Level: Basic
Used with: Cinema

 
EmittersMeshObjetcs

Resume: These are for RealFlow 3, but are still quite valid for learning RF4 although aspects of the user interface and workflow have changed, but the concepts and loose workflow are essentially the same. As Python scripting was not a part of RealFlow 3, you'll find absolutely nothing about scripting in these tutorials. For that, check out the RealFlow4 user guide's scripting section (which I wrote) available for free download from here.

This whisky pour tutorial is an old classic that addresses many of the basic concepts and can get a beginner or intermediate user going fast.

Tutorial File: Click here (.zip / 2 Mb)




Billiards tutorial

Title: Billiards tutorial (RF3)
Author: Mark Stasiuk / www.fusioncis.com
Date: 6 Junio 2005

Level: Intermediate
Used with: ---

 
ConstrainsEmittersMeshObjetcs

Resume: Now here's a little jewel for users who are a bit more experienced with the package. It's a 2-part tutorial designed as the 5th of the project-based tutorials for Next Limit, but time ran out on getting it fully revised so it never made it to the public eye. In the below tutorials, in part 1 I go thru setting up a "real" billiards game shot where all the motions are driven by physics within RealFlow (again, version 3). In part 2, I put in a pint of beer and knock it over with the shot. Once set up, you can play a virtual game of billiards, with beer and everything. Cool.... But please, go out and play in a real bar, k?

Please note that there may be some minor typos and errors as these never got their final level of revision, try not to let it bug you.

Part 1: Download here (.zip / 3 Mb)
Part 2: Download here (.zip / 6,83 Mb)




Shaking off

Title: Shaking off (RF2.5)
Author: Skyros / www.vertx.com
Date: 6 Junio 2005

Level: Intermediate
Used with: 3dsMax

 
EmittersMesh

Resume: Skyros’ cool tutorial on a “dog” (actually a bottle animated like a dog) shaking off a layer of mud; for RF2.5 and 3ds max 6.0, but the same techniques will hold for RF3. A very nice commercial example with good description of the workflow, giving insight into how more advanced users work – such as, splitting up the job into chunks and re-using bin files to avoid further sims. Resource files available for download.

HTML: View here




Liquid Text

Title: Liquid Text (RF3)
Author: Marco Schweitzer / www.shark.at.tt
Date: 6 Junio 2005

Level: Basic
Used with: Lightwave

 
EmittersMesh

Resume: Marco’s tutorial on a liquid text logo, great for beginners. Goes over importing a text object from Lightwave to RF and setting up with a fill-deform emitter to mimic the text (rather than gradually forming the text by fluid flow).

HTML: View here (English) // View here (Deutsch)




Geyser

Title: Geyser / Particle Types (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
DaemonsEmitters

Resume: 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.

HTML: View here
Project File: Click here (.zip / 6 Kb)
Video: Click here (.avi / 485 Kb)




Water drop

Title: Water Drop / Daemons (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
DaemonsEmitters

Resume: 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 expressionst.

HTML: View here
Project File: Click here (.zip / 22 Kb)
Video: Click here (.avi / 424 Kb)




Playcatch

Title: Playcatch / Guided Scenes (RF3)
Author: NL
Date: Old file

Level: Intermediate
Used with: ---

 
DaemonsEmittersMeshObjects

Resume: Another step to learn how to control fluids using daemons. In this tutorial, two objects play by passing a ball is viscous fluid.

HTML: View here
Project File: Click here (.zip / 394 Kb)
Object & Scene: Click here (.zip / 35 Kb)
Video: Click here (.mov)




Chase

Title: Chase / Daemons (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
EmittersMesh

Resume: 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.

HTML: View here
Project File: Click here (.zip / 190 Kb)
Object & Scene: Click here (.zip / 181 Kb)
Video: Click here (.avi / 955 Kb)




Parking flood

Title: If / Parking Flood (RF3)
Author: NL
Date: Old file

Level: Intermediate
Used with: ---

 
ConstrainsDaemonsEmittersObjetcs

Resume: What we want is the car to be coiled by the incoming water flood, hit the wall and turn into its flank.

HTML: View here
Object & Scene: Click here (.zip / 255 Kb)




Guide scene

Title: Compositing / Guided scene (RF3)
Author: NL
Date: Old file

Level: Intermediate
Used with: ---

 
ConstrainsDaemonsEmittersObjetcsMesh

Resume: This is a guide about compositing particles and RealFlow3 workflow.

Part1: Bin Loader Introduction: View here (.hml)
Part2: Emision & simulation: View here (.hml)
Part3: Bin Loader as Particle Compositor: View here (.hml)
Part4: NBinLoader: View here (.hml)




Elastic

Title: Elastic / Particle Types (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
Emitters

Resume: In this tutorial, we are going to take a look to how to make elastic objects using RF3 Particles.

HTML: View here
Object & Scene: Click here (.zip / 67 Kb)




Surface Tension

Title: Surface Tension/ Daemons (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
Daemons

Resume: 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.

HTML: View here




Expression

Title: If / Expressions (RF3)
Author: NL
Date: Old file

Level: Intermediate
Used with: ---

 
Emitters

Resume: In this Tutorial you can see how we can control the emitter`s emsion speed using a Derived Variable from another one.

HTML: View here




Collision Method

Title: Collision Method / Objects vs Objects (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
Objetcs

Resume: In this tutorial, we are going to take a look to the some of the RF3 collision methods for rygid body dynamics simulations.

HTML: View here




Energy Treshold

Title: Energy Treshold / Objects vs Objects (RF3)
Author:
NL
Date: Old file

Level: Basic
Used with: ---

 
Objetcs

Resume: The Energy treshold is the minimun amount of energy that an object needs to "have" in order to start its movement.

HTML: View here




Impulse

Title: Impulse / Objects vs Particles (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
EmittersObjetcs

Resume: With impulse, you can make objects to be moved by a linked particle emitte.

HTML: View here




Particle Force

Title: Particle Force / Objects vs Particles (RF3)
Author:
NL
Date: Old file

Level: Basic
Used with: ---

 
EmittersObjetcs

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

HTML: View here




Collision Distance

Title: Collision Distance / Particles vs Objects (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
EmittersObjetcs

Resume: Collision Distance: Indicates the distance to an object face where a particle will collide.

HTML: View here




Sticky

Title: Sticky / Particles vs Objects (RF3)
Author: NL
Date: Old file

Level: Basic
Used with: ---

 
EmittersObjetcs

Resume: 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.

HTML: View here




Wet effect

Title: Wet Effect / Particles vs Objects (RF3)
Author:
NL
Date: Old file

Level: Basic
Used with: ---

 
EmittersObjetcs

Resume: RealFlow allows you to wet your objects by "painting" over its UVs.

HTML: View here




Standard sea setup

Title: Standard sea setup. (RF3)
Author:
NL
Date: Old file

Level: Basic
Used with: ---

 
RealWave

Resume: This is a standard sea setup with a high density zone to place a camera point..

HTML: View here



 

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