You never again need to stress over system conditions, consents, or IP issues. Disregard backpedaling and forward between 3D stages. Presently you can accomplish top of the line reenactments with a considerably less demanding work process. Home Board index Contact us.RealFlow for Cinema 4D v2. I ll have to bother u with different subjects cause im really new to RF and c4d same time. Splashes in general are very common, and also paint or viscous liquids. Objects, moving through water or colliding with splashes.
That's why RF C4D is cheaper than the full version. Some examples for its usage? Appreciate the help! In RF standalone we have such a daemon and it's called "Ocean Force", but there we also have the Hybrido solver for large scales. I didnt know RF is designed for specific scene scales in mind. I ll give it a shot, yea i was looking for something like a daemon. But I don't know if the results will satisfy your expectations.
So, it's mainly experimimenting with different settings and methods and you'll also need some patience. This will also push the particles, but the problem is again to find working settings. Anyway, I think it's not easy to get a working vibration frequency that give you natural waves. A you can add C4D's "Vibrate" tag to a cube, for example. A typical way to do this is a simple cube that moves back and forth, pushing the particles towards the beach. Anyway, if you want to get such an effect you need a setup that has a deep and a shallow zone, similar to a beach, where the waves can break and run out.Īnd then you need something to push the particles. What type of forces or tricks etc? In RF C4D there's no native daemon or tool to get these waves, because our plugin was mainly designed for small-scale simulations.
And rembember you can animate the uv maps as well in max, so the bumps map in the water can move with the waves if it looks static.Skip to content. And if you use on more foam layer (water line, foam, ect.) you will need uv for them as well. Then there are a uv map for the foam mask and a uv map for the foam. You will have to play the uv map for the ocean surface, to get the right size of the bump map in the ocean, he used 2 maps (same uv map). On " I just changed it a little bid and added the foam on top. The are no smooth modifyer used, the waves are just imported, and the ocean material is build on the one from Maxwell's material lib. If you use the Ocean Statistical Spectrum waves on your RW its tiles automatic just copy the RF wave inside max. Very nice work and rendering too, just another simple question: how could you tile the surface of realwave in max to have a large ocean view, and what are the modifiers that you've added to the mesh smooth for example? thank you? The ship in realwave sea_0176.jpg (82.37 KiB) Viewed 6946 times the ship in hybrido sea_foam_0192.jpg (61.4 KiB) Viewed 6946 times the material in max screen.jpg (218.32 KiB) Viewed 6946 times the alpha bit map from waterline particles waterline_alpha_189.jpg (52.1 KiB) Viewed 6946 times the foam from a real foambit map foam.jpg (70.37 KiB) Viewed 6946 times So If anyone have a better and smart way please tell This take up a lot of disk space (and time), the foam particle bin is up to 1 GB per frame. Then splash wil be generate with the maxwell realflow plugin (i'm not ther yet ) The foam and water line using a real foam bit map with the alpha maskes. In 3d max the realwave surface will get a ocean material with the foam and waterline in. The ship is then sailing the same distance (route) in a realwave surface. The foam particle I then import into max and render a alpha mask for each frame (I use maxwell). Hybrido can give me the foam and splash, but not the large ocean. RW is giving me the ocean, but not foam that can be used.
I want a large ocean surface with a ship and foam.