- I've got ParticleMesh01 selected…and let's play around with some of its properties.…We can improve the quality of this…by changing the type of mesh.…The default is Weighted isotropic,…and that uses spherical balls…to generate the surface.…You'll get a better result if you select that…and change it to Weighted anisotropic,…and that uses oval-shaped balls instead of spheres.…Once again, it'll take a moment to calculate,…because we have a fairly heavy mesh.…
That did take a moment to calculate,…and you can see now that we've got a different result.…It's looking a little bit thinner…and more believable as water.…We can play around with polygon size,…and that will reduce the polycount…and increase the speed at which…these meshes are built.…Just be aware that if the polygon size is too large,…that is, if it's larger than the radius…of the particles set in the Circle Emitter subnote here,…then you're going to have issues.…So we can bring this up a little bit but not too much.…
I'll set it to a polygon size of 0.003.…That'll just speed up calculations a little bit.…
AuthorAaron F. Ross
You'll learn how to create small-scale effects with standard particles, create free-flowing water effects with the Hybrido solver, and simulate open bodies of water such as oceans and ponds with RealWave. Author Aaron F. Ross also shows how to control interactions between objects and fluids with Caronte, the rigid- and soft-body physics engine included with RealFlow.
- Understanding the RealFlow pipeline
- Importing scenes from other 3D programs
- Emitting standard particles
- Caching data
- Simulating a Hybrido fluid
- Creating a Caronte rigid body
- Converting particles and fluids to mesh
- Exporting scenes
- Rendering with mental ray
Skill Level Intermediate
Creating Product Shots in 3ds Maxwith Aaron F. Ross3h 25m Intermediate
1. Getting Familiar with RealFlow
2. Particle Simulation
3. Hybrido Simulation
4. RealWave with Caronte Rigid-Body Simulation
5. Interoperability with 3D Applications
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