RealFlow 2013 is out now! Expert Jahirul Amin shares his thoughts as a new user on this industry-standard, out-of-the-box, fluid simulation software.
- In addition, the Alembic file format is now supported; simulations may be rendered via Fire, Maxwell Render’s real-time preview; and the fracture and Caronte toolsets have been updated. Price cut to the Learning Edition RealFlow 2013 is available now for Windows, Mac OS X and Linux.
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Product: RealFlow 2013
Company: Next Limit
Website: www.realflow.com
Key features: Hybrido Fluid Technology, Caronte body Dynamics, Particle-Based solver
Review score: 5/5
Release date: May 2013
Price: Learning edition: $99.00 US.
Commercial license: from $3,995 US.
RealFlow 2013> We have recently release the latest RealFlow 2013 cracked which is fully compatible for all platforms: PC, Mac, Linux. Most of our users has downloaded the RealFlow 2013 cracked and reported to us that is working with no problem. Replace the file RFGUI_x64.dll in C: Program Files Next Limit RealFlow 2013 with the patched one 3. Use the keygen to generate a license file (make sure you select the right product in the dropdown list) 4. Start Realflow and register with the generated license file directly in the application 5. Done, enjoy Realflow. Realflow License Crack. 0 Comments Read Now. How to Install Next Limit Real. Madrid-based Next Limit announced the latest version of its industry-standard fluid simulator, RealFlow 2013. Nextlimit technologies have released RealFlow 2013. Go to start of banner. Save your RealFlow node license as a “.txt” file from.
Visit www.realflow.com/pricing for more infoIntroduction
As a new user to RealFlow 2013, I first stumbled across the industry-standard, out-of-the-box, fluid simulation tool at its unveiling in London back in May 2013, hosted by Escape Technology with Next Limit Technologies.
Excited by what I saw, I was later given the opportunity to test out the product as a new user. And having had only minor experience with packages like RealFlow beforehand, I must say I am impressed with what I've seen!
The latest release of RealFlow is, as Victor Gonzales says, 'a milestone' for RealFlow. 15 years in the making, it's the RealFlow that should have been, making tasks that were previously not possible, possible. This latest version not only adds more to the toolset, but it's also evolved to make the procedure of doing those small-to-large-scale simulations a touch easier for artists all-round.
I'm not going to go into the details about the new features as it's already pretty easy to find that kind of information online. What I want to share with you instead is how I've found using RealFlow as a new user. Was it intuitive? Is it powerful? Can I fit it into my toolkit? And more importantly, beyond this review, would I want to use it again?
To answer all of these questions, I set myself the challenge of completing an image; that image being some paint-like substance being thrown over a head. Sounds simple, right? So how did things pan out?
Before starting the image, I thought it would be wise to get familiar with the interface and the RealFlow 'workflow'. If you are familiar with packages like Maya, then navigating should be a doddle to you; as a Maya user myself the general UI was clear enough for me to start creating some nodes and running tests pretty much straight away.
To be quite frank, I found it very easy to get up and running: I simply created a circle emitter for the particles, added some gravity to pull them down, created a plane for the particles to make contact with, and then hit Simulate. With that done, I already had my first fluid simulation running.
Excited by what I saw, I was later given the opportunity to test out the product as a new user. And having had only minor experience with packages like RealFlow beforehand, I must say I am impressed with what I've seen!
The latest release of RealFlow is, as Victor Gonzales says, 'a milestone' for RealFlow. 15 years in the making, it's the RealFlow that should have been, making tasks that were previously not possible, possible. This latest version not only adds more to the toolset, but it's also evolved to make the procedure of doing those small-to-large-scale simulations a touch easier for artists all-round.
I'm not going to go into the details about the new features as it's already pretty easy to find that kind of information online. What I want to share with you instead is how I've found using RealFlow as a new user. Was it intuitive? Is it powerful? Can I fit it into my toolkit? And more importantly, beyond this review, would I want to use it again?
To answer all of these questions, I set myself the challenge of completing an image; that image being some paint-like substance being thrown over a head. Sounds simple, right? So how did things pan out?
Before starting the image, I thought it would be wise to get familiar with the interface and the RealFlow 'workflow'. If you are familiar with packages like Maya, then navigating should be a doddle to you; as a Maya user myself the general UI was clear enough for me to start creating some nodes and running tests pretty much straight away.
To be quite frank, I found it very easy to get up and running: I simply created a circle emitter for the particles, added some gravity to pull them down, created a plane for the particles to make contact with, and then hit Simulate. With that done, I already had my first fluid simulation running.
An initial test to get familiar with the package
Better still: I found that you can stop the simulation at any point, make some changes and hit go again. Rather than having to re-simulate from the start frame, it continues from where you last left off. Simply add a Mesh node to convert the particles to geometry and hit F6 to render.
And yes, you can now, for the first time, view renders in RealFlow through the integration of the Maxwell Renderer! I cannot imagine having to work without this feature, so I'm pretty sure this will make many RealFlow users very happy indeed. Also coming along for the ride, Next Limit has included a variety of shaders, allowing you to apply them to your surfaces to get a clearer idea of what the final output will be.
Better still: I found that you can stop the simulation at any point, make some changes and hit go again. Rather than having to re-simulate from the start frame, it continues from where you last left off. Simply add a Mesh node to convert the particles to geometry and hit F6 to render.
And yes, you can now, for the first time, view renders in RealFlow through the integration of the Maxwell Renderer! I cannot imagine having to work without this feature, so I'm pretty sure this will make many RealFlow users very happy indeed. Also coming along for the ride, Next Limit has included a variety of shaders, allowing you to apply them to your surfaces to get a clearer idea of what the final output will be.
Playing with the viscosity to get the desired results
Continuing to edit the settings for the desired effect
Okay, so back to the first shot! Firstly, I had to get my head model into RealFlow. With the latest version of RealFlow, Next Limit has added Alembic to import and export assets. Unfortunately, the version of Maya that I was using is not Alembic a-go-go, so I had to stick with the good old OBJ file format for the time being.
Bringing assets into RealFlow was no issue at all for me, but I learnt pretty quickly to reduce the density of my models for better results! Once the mesh was fit for RealFlow purpose, I began playing with the different emitters to see what would work best for the effect I was aiming for. After some experimentation using the circle, square and sphere emitters, I finally settled for the sphere.
Okay, so back to the first shot! Firstly, I had to get my head model into RealFlow. With the latest version of RealFlow, Next Limit has added Alembic to import and export assets. Unfortunately, the version of Maya that I was using is not Alembic a-go-go, so I had to stick with the good old OBJ file format for the time being.
Bringing assets into RealFlow was no issue at all for me, but I learnt pretty quickly to reduce the density of my models for better results! Once the mesh was fit for RealFlow purpose, I began playing with the different emitters to see what would work best for the effect I was aiming for. After some experimentation using the circle, square and sphere emitters, I finally settled for the sphere.
'RealFlow allows you to give these fluids personality. You can direct them, sculpt them, bend them to your will, and that opens up a whole range of fantastic possibilities!'
I did at one stage model a paint tub, imported it into RealFlow, filled it with particles, and then animated the tub to drop the fluid onto the head. The results were pretty good, but I was not getting the 'chaos' I was after. Playing around with some of the Daemons such as the Noise Field and the Magic also gave some interesting results, but still not what I had envisioned..
The key to getting the behavior of the fluid right in the end, for me, was in the Viscosity and the Int pressure. By playing with these settings I was able to get the 'character' that I was after into the fluid. And I think the word 'character' is important for what RealFlow can bring to your work. Not only does it allow you to create believable oceans, rivers and so on, but it also allows you to give these fluids personality. You can direct them, sculpt them, bend them to your will, and that opens up a whole range of fantastic possibilities!
Going back to the image I was trying to create, once the settings for the emitter had been set, I needed to adjust how my head model would interact with the fluid. By tweaking the Particle Friction, Bounce and Sticky parameters, I was able to get a result I was pretty happy with. Then I needed something extra to create the 'chaos' I mentioned earlier that I was after. This came in the form of a very nifty Daemon node called Sheeter. This node helps to fill the holes left open by high viscous settings - and not only did it do that, it also created some great streaking effects! Just the type of madness I was after.
The key to getting the behavior of the fluid right in the end, for me, was in the Viscosity and the Int pressure. By playing with these settings I was able to get the 'character' that I was after into the fluid. And I think the word 'character' is important for what RealFlow can bring to your work. Not only does it allow you to create believable oceans, rivers and so on, but it also allows you to give these fluids personality. You can direct them, sculpt them, bend them to your will, and that opens up a whole range of fantastic possibilities!
Going back to the image I was trying to create, once the settings for the emitter had been set, I needed to adjust how my head model would interact with the fluid. By tweaking the Particle Friction, Bounce and Sticky parameters, I was able to get a result I was pretty happy with. Then I needed something extra to create the 'chaos' I mentioned earlier that I was after. This came in the form of a very nifty Daemon node called Sheeter. This node helps to fill the holes left open by high viscous settings - and not only did it do that, it also created some great streaking effects! Just the type of madness I was after.
Testing the results on the final mesh
The final node I used was the Particle Mesh to create the geometry that I would render out in Maya using mental ray. And that's it! A total of 6 nodes (including the Hub01) to create the final image. Prithviraj chauhan serial full songs mp3 download.
The final node I used was the Particle Mesh to create the geometry that I would render out in Maya using mental ray. And that's it! A total of 6 nodes (including the Hub01) to create the final image. Prithviraj chauhan serial full songs mp3 download.
A quick Maxwell render to see how the final results could be
By using RealFlow, it's possible to create cool-looking effects with a little bit of button pushing. However, by researching the behavior of fluids and gases and so on in the real world, and then striving to emulate those results in RealFlow, that's when this package can truly deliver. What is the viscosity of honey? What is the density of wax? How do external forces affect the gases that you are trying to emulate? By having an understanding of the real world, you will be able to push RealFlow further and make bigger and more believable simulations.
'For anyone wanting to get their fingers wet, I would highly recommend trying RealFlow 2013 out!'
Returning to my personal project, once I was happy with the simulation and the results of the meshing, it was a case of taking it into Maya. Thankfully, RealFlow offers a plug-in that creates a shelf in Maya that can be used for just that: the RealFlow Maya Plug-in. A simple click of an icon brings up a window to select the desired mesh - and viola! There you have your fluid mesh, ready to light, shade and render.
Bringing it all into Maya for final rendering
So that's a loose breakdown of how I created my first RealFlow image. But my RealFlow experience did not end with the package itself. I must say, the support team at RealFlow was also fantastic; quick to answer questions and eager to help out in any way they could. Plus the community of users through sites such as The Vault has an amazing array of resources to get new users up and running, while also giving plenty of hints and tips to help solve any issues that may arise.
Overall, RealFlow 2013 is a great package, and for anyone wanting to get their fingers wet, I would highly recommend trying it out. Will I be using it again and can I fit it into my toolkit? Definitely. Actually, I've already started experimenting with the Hybrido 2 solver on a larger shot consisting of giant scorpions and chaotic rivers! It may sound like an odd combo, but hey, I like scorpions and I like a nice choppy river. Till then, I will try and do the washing-up without obsessing about how the foam from the soap sits on the water. Note to self: must get out more..
So that's a loose breakdown of how I created my first RealFlow image. But my RealFlow experience did not end with the package itself. I must say, the support team at RealFlow was also fantastic; quick to answer questions and eager to help out in any way they could. Plus the community of users through sites such as The Vault has an amazing array of resources to get new users up and running, while also giving plenty of hints and tips to help solve any issues that may arise.
Overall, RealFlow 2013 is a great package, and for anyone wanting to get their fingers wet, I would highly recommend trying it out. Will I be using it again and can I fit it into my toolkit? Definitely. Actually, I've already started experimenting with the Hybrido 2 solver on a larger shot consisting of giant scorpions and chaotic rivers! It may sound like an odd combo, but hey, I like scorpions and I like a nice choppy river. Till then, I will try and do the washing-up without obsessing about how the foam from the soap sits on the water. Note to self: must get out more..
Beginning to test out the new Hybrido 2 solver
The final outcome from my experience with RealFlow
System requirements:
Windows: • 32- and 64-bits
Windows XP, Vista, 7 or Windows Server 2008.
• 2 GHz Intel Pentium 4 processor, Athlon 64 AMD or better
• 2GB RAM minimum. 4GB of RAM memory is recommended
• Hardware-accelerated OpenGL graphics card
• 400 MB available hard disk space for installation
• 3-button mouse
Macintosh: • 32- and 64-bits
Mac OSX 10.5 and up
• G4, G5 or Intel CPU. G5 or Intel is recommended
• 2GB RAM minimum. 4GB of RAM memory is recommended
• Hardware-Accelerated OpenGL® graphics card
• 1 GB available hard disk space for installation
• 3-button mouse
Linux:
• 64-bits distribution with a 2.6 Kernel and glibc-2.5
• 2GHz Intel ® Pentium 4 processor, Athlon 64 AMD or better
• 2GB RAM minimum (4GB of RAM memory is recommended)
• Hardware-accelerated OpenGL graphics card
• 300 MB available hard disk space for installation
• 3-button mouse
Windows XP, Vista, 7 or Windows Server 2008.
• 2 GHz Intel Pentium 4 processor, Athlon 64 AMD or better
• 2GB RAM minimum. 4GB of RAM memory is recommended
• Hardware-accelerated OpenGL graphics card
• 400 MB available hard disk space for installation
• 3-button mouse
Macintosh: • 32- and 64-bits
Mac OSX 10.5 and up
• G4, G5 or Intel CPU. G5 or Intel is recommended
• 2GB RAM minimum. 4GB of RAM memory is recommended
• Hardware-Accelerated OpenGL® graphics card
• 1 GB available hard disk space for installation
• 3-button mouse
Linux:
• 64-bits distribution with a 2.6 Kernel and glibc-2.5
• 2GHz Intel ® Pentium 4 processor, Athlon 64 AMD or better
• 2GB RAM minimum (4GB of RAM memory is recommended)
• Hardware-accelerated OpenGL graphics card
• 300 MB available hard disk space for installation
• 3-button mouse
Related Links
www.realflow.com
www.thevault.realflow.com
www.youtube.com/user/RealFlowLabs
www.fxguide.com/
www.escape-technology.com (UK prices available here)
www.thevault.realflow.com
www.youtube.com/user/RealFlowLabs
www.fxguide.com/
www.escape-technology.com (UK prices available here)
To see more by Jahirul Amin, check out Beginner's Guide to Character Creation in Maya
and 3ds Max Projects
and 3ds Max Projects
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(Redirected from RealFlow 4)
Developer(s) | Next Limit Technologies |
---|---|
Initial release | 1998 |
Stable release | 10.1.2.0162 |
Operating system | Windows, macOS, Linux |
Type | Fluid simulation, 3D computer graphics, computer physics engine |
Website | realflow.com |
RealFlow is a fluid and dynamics simulation tool for the 3D and visual effects industry, developed by Next Limit Technologies in Madrid, Spain. This stand-alone application can be used in conjunction with other 3D programs to simulate fluids, water surfaces, fluid-solid interactions, rigid bodies, soft bodies and meshes. In 2008, Next Limit Technologies was awarded a Technical Achievement Award by the Academy of Motion Picture Arts and Sciences for their development of the RealFlow software and its contribution to the production of motion pictures.[1] In 2015, Next Limit Technologies announced the upcoming release of RealFlow Core for Cinema 4D.[2]
- 2Plug-ins
- 4Features
Overview[edit]
RealFlow technology uses particle based simulations.[3] These particles can be influenced in various ways by point-based nodes (daemons) which can do various tasks such as simulate gravity or recreate the vortex-like motion of a tornado. RealFlow can also simulate soft and rigid body collisions and interactions. The inclusion of Python scripting and C++ plug-ins allows users to program their own tools to improve RealFlow capabilities, adding control to most aspects of the RealFlow workflow including batch runs, events, daemons, waves and fluids.
The RealFlow Renderkit (RFRK)[4] is a set of tools designed to facilitate the rendering of fluids. The RFRK enables the generation of procedural geometry at render time and the rendering of individual fluid particles. With this interface, fluids can also be rendered as foam and spray.[5]
On July 30, 2015 RealFlow 2015 was released to the public. The main features in this major release include:
- An increase in the quality of simulations.
- New DYVERSO solvers and GPU acceleration.
- Direct-to-render feature using Maxwell Render™.
- Enhanced User Interface
- More controllabitlity: new splines nodes, text tools, daemons falloff, crown daemon, and spreadsheets
- DYVERSO solvers and rapid OpenVDB meshing speed up simulation times by 10x.
Plug-ins[edit]
RFConnect[edit]
RFConnect is a connectivity plugin between standalone RealFlow and DCC applications. The plugin is a successor of RF Connectivity and RF RenderKit (RFRK). The plugin supports following DCC applications: 3ds Max, Maya, Cinema 4D, and Houdini. The plugin is also available for Lightwave and Softimage but the development is currently not active.
RFCore[edit]
RFCore is a plugin for bringing RealFlow functionality to the DCC applications. The plugin supports following DCC applications: 3ds Max, Maya, and Cinema 4D.
Third-party plug-in developers[edit]
Next Limit lists three 3rd party plugins for IoSim, V-Motion and Wet Work.[6]
Version history[edit]
1998 | RealFlow 1.0 RealWave 1.0 RealFlow 1.2 |
1999 | RealFlow 1.3 |
2000 | RealWave 2.0 |
2001 | RealFlow 2.0 |
2002 | RealFlow 2.5 |
2004 | RealFlow 3.0 |
2006 | RealFlow 4.0 |
2010 | RealFlow 5.0 |
2012 | RealFlow 2012 |
2013 | RealFlow 2013 |
2014 | RealFlow 2014 |
2015 | RealFlow 2015 |
2016 | RealFlow 10 RealFlow | Cinema4D |
2017 | RealFlow 10.1 RealFlow | Cinema4D 2.0 |
2018 | RealFlow | Cinema4D 2.5 RealFlow | Maya RealFlow | 3ds Max |
2019 | RealFlow | Cinema 4D 3.0 RealFlow 10.5 |
Features[edit]
RealFlow[edit]
- Particle based solver (liquid, gas, elastic and particles)
- Interaction bitmaps
- Custom particle behaviour
- UV data and weight maps
- UV texture mapping
- Automatic mesh generator
- Force fields
- Python / C++ plugins
- Direct-to-render feature
- OpenVDB meshing
Hybrido[edit]
- Hybrid fluid solver technology to simulate large bodies of water with secondary effects such as splashes, foam, and mist
Caronte[edit]
- Rigid/soft body dynamics solver
- Mix animation and dynamics
RealWave[edit]
- Physically accurate water surfaces
Python scripting / C++ plugins[edit]
- Daemons
- Waves
- Fluids
- Events
- Batch runs
Dyverso Solvers[edit]
- Drastic speed-up on simulations
- Smooth layered meshes,
Use in industry[edit]
Motion Pictures[7]
Television series
- U2/Green Day video clip: 'The Saints are Coming'
Commercials
Purchase Office 2013 License
- Telia Xpress/Motorola
- Land Rover[8]
- World of Color[9]
Video games
See also[edit]
Office Home And Business 2013 License
References[edit]
- ^http://realflow.com/press/pressrelease_080108_eng.pdf
- ^http://us8.campaign-archive2.com/?u=93e97654d8b87061b3952414e&id=01bb6ba1e3&e=[UNIQID]
- ^http://lesterbanks.com/2013/10/realflow-large-scale-fluid-simulation-workflow-with-hybrido2-and-hyflip/
- ^http://www.cgchannel.com/2014/12/next-limit-releases-realflow-renderkit-2014/
- ^http://www.digitalmedia-world.com/VFX/realflow-renderkit-2014-meshes-particles-for-fluid-rendering
- ^Next Limit: Plugin Developers
- ^http://www.realflow.com/product/production/movies/
- ^'RF4: Fluids & dynamics simulation tool'. Retrieved 2007-07-10.
- ^Next Limit Technologies. 'Disney 'World of Color' - by Motion Theory'. Real Flow Case Studies. Archived from the original on 20 August 2011. Retrieved 9 September 2012.
External links[edit]
Realflow 2013 License File Key
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