RealFlow 5 now available for RealFlow customers

We are very pleased to announce that RealFlow 5 is now available for current RealFlow customers!

The new version is currently only available for existing clients, but in the coming weeks we will also open up version 5 to new customers.

RealFlow 5 represents another huge leap forward in simulation software. The latest version includes an enormous number of fantastic brand-new features and improvements, such as:

• Hybrido, the revolutionary new hybrid technology, which makes RealFlow 5 the only product on the market which enables the user to simulate large bodies of water with sophisticated secondary effects, like splashes, foam and mist
• Caronte, a cutting-edge body dynamics solver, which offers unmatched capabilities for large-scale, complex simulations
• A highly accelerated particle-based solver, which means that simulations with standard fluids are now up to 20 times faster
• New IDOCs and the new Job Manager, which enable you to spread scenes across several computers for simulation
• Each standard license of RealFlow 5 now comes with a free copy of the RealFlow Renderkit v2 for mental ray or Renderman (Windows/Linux only)
• And much, much more! To find out all the latest features and improvements, please see our website: http://www.realflow.com/rf_features.php

If you are a RealFlow 4 license holder and would like to upgrade, please log in to the customer gateway to purchase: https://portal.nextlimit.com/.

If you hold an earlier version of RealFlow, then please contact us for more information: http://www.nextlimit.com/contact_sales.php

If you are a new customer, we will shortly be announcing the public launch on the RealFlow 5 website: www.realflow.com, at which point you will be able to try a demo of RealFlow 5 and purchase licenses.

All the best,

The Next Limit Team
www.realflow.com

Proper RF water&foam rendering with maya

Hey guys,

I really need an advice. I’ve seen amazing results with C4D and 3dmax’s Krakatoe…. but how can I do it properly with maya??? (don’t want to start learning max/c4d now)

I have the water and foam both in mesh and particles. I can create nice clean water with dialectic material but then I can’t figure out a proper foam shader.

Any suggestions??
the end result should be a high resolution dirty flood water.

Realflow Help

Hi!
I made this text morphing effect, in which the alphabets morph from one alphabet to another.
But the problem is, in some frames is a kind of pocket formed inside he mesh of an alphabet, which creates problems while rendering in maya.
As in the pic In_realflow the pocket formed can easily be seen, and while rendering it created a back color inside the mesh which has to be transperent. In the timeline, its at frame 0, and has a mesh, the Maya render of the same is pic V_A.1.jpg.
While there is no such pocket formed on frame 189, which can be seen in pic In_realflow02.jpg. The render of this pic is V_A.192.jpg, which is crystal clear.

Can anyone help me solving this problem? How can I get rid of this pocket mesh formed? The setting for both frames are the same!

Will also love to hear comments on the work.

Thank You

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how to comp a realwave into a shot of the sea?

Hello, I’ve created an animation in realflow for the first time and now I want to composite it into footage of the sea.

I am using c4d for 3d and After Effects for comping.

Obviously the waves of the footage don’t match up with the waves in realflow. Is there a way to displace the original footage, or any other way to match up a texture with the original footage?

What is the general way to go?
Even a link to something that covers this part of the compositing would be great.

thx
b a s

binary loader question

hi, im trying to use the binary loader emitter to speed up rendering with a better mesh like in the user guide just a slightly different set up. but when i do so the emitter comes out in a totally different place and when i try and move it it just starts acting weird. i try and copy paste the xyz position of my original but it doesnt end up there.

this sound familiar or anyone experience this?

thanks

RealFlow 2010 ShowReel

We are currently preparing a RealFlow show reel to display in our Siggraph booth and to display on our website www.realflow.com and we are looking for your contributions! If you have a production-quality, high-definition RealFlow project you would like us to include, then please write to us at salesdesk@nextlimit.com.
When contacting us, please also provide the following information and agree to the statement:
• Full name:
• Credits you wish to be used:
• Version of RealFlow used to create materials:
• “I expressly state that I am the author/originator of, and/or owner of, or have been authorised to exercise, all intellectual property rights in the material, including, but not limited to all copyright, trademark, patent, service mark, logo, and confidential information or trade secret rights and shall retain such intellectual property rights. In the event that it is proven I do not own the intellectual property rights, or do not have the rights to give permission in this way, I expressly agree to defend, indemnify and hold Next Limit harmless against any claim, suit or proceeding brought against Next Limit relating to the use of these images. I hereby give Next Limit permission to use the provided material.” I agree/disagree. Signed: …………………………………..
NB: If you do not have the right to grant this permission, then please either contact the person/studio yourself, or provide us with a contact so that we can follow it up on your behalf.
Important note re. Material Specifications: Ideally, all videos should be formatted in Full HD (1920 x 1080). PAL or NTSC are also acceptable. Uncompressed files are preferred; alternatively, please use Sorenson or H264 compression codecs. If your material does not fit these requirements, please let us know.
Please also let us know if you need access to our FTP, or how you would like us to collect the material.
Once we have received your material we will consider it for inclusion in our reel. If your project is included, we will send you an email to let you know.
We look forward to receiving your materials!

Many thanks,
The Next Limit team

RealflowMeltShaderMR & DeeX Diffuse Pass

Hey guys,

Need serious help, and I kind of posted this in the Maya section too but I don’t really know which category to post this under. DeeX and Realflow and two different and pretty uncommon to a certain degree so I have no idea which will get the proper readers I am hoping for.

Anyway I am using the realflow shader called realflowmeltshaderMR that basically combines three shaders together and assigns them based on the liquid assignments.

I am trying to render using the DeeX workflow involving the DiffuseLevel, DiffuseRaw, Indirect AO, Spec and reflection. Unfortunately, it isn’t working. I think the shaders are stacking ontop of each other and adding prior to writing to buffer. Causing this weird look. Is there a way to feed out the result into another deex shader but still maintain the realflowmeltshader assignment? I was thinking of feeding it into the DeeX_buffer_writer but am not getting the desired results. HELP Please =(

HighRes

Thanks guys, I am really desperate for an answer.

Noise daemon help

I posted a few questions about a shooting waterfall and have since figured a lot out, especially in Maya, getting the particles radius to decrease over time when the fountain starts to fall, however I’m getting the particles to separate on the way down by using a noise field animated over time when they fall. It’s works very nice by using velocity instead of force, but the particles seem to stop falling for a second when they separate then fall like they should. Any reason for this?
This is my last little hurdle with this thing.
Thanks a bunch.
I can post a vid of what they are doing if needed.

Realwave mesh

Hi everybody! I’ve had a quick look around these forums and can’t seem to find anything on this, although point me in the correct direction if I’ve missed it!

Essentially I’m going to be combining the RealWave with a particle system, and the only way to do so that I have found is to create particles at each vertex of the RealWave with the "Particle layer" option. However, this means that a low res mesh has to have a large metaball radius, to allow the particles’ meshes to join up. This makes it a really "thick" mesh object. One way I’ve considered to to write a script to place extra particles in-between the verts, to make a denser RealWave particle system, and thus allowing me to make the mesh radius of the particles that make up the Realwave mesh smaller.

I was wondering if there was another way to create a mesh from a RealWave, other than setting the "Particle layer"?

…Urgh, I hope that makes sense. 😀

Sam.

mesh problem

Hi if i select an emitter and click on create a mesh button in the toolbar.Im not able to see the polygon mesh for the fluid.. tel me whats my mistake and what should i be doing