We just need to drag the objects that we want to use with the emitter parameters, and this will be adjusted to the new object introduced.Īnd as we previously said, the entire structure generated by RealFlow will also affect the new particles that are being created. The method of connecting nodes between RealFlow and Cinema is quite simple.
Taking into account the transformations of nodes for RealFlow or Cinema, we are able to generate and to position the emitters wherever it is necessary. The RealFlow plugin for Cinema is flexible to the needs of the Cinema users, allowing the use of objects, and tools belonging to Cinema to be used within the RealFlow emitters, such as the splines. Increasing the value of the Resolution in the fluid parameters, we are able to increase the number of particles in the simulation. These could be SPH, PBD or Dumb, and down the line, new solvers will be included too.Īnother once of the major advantages of working with RealFlow inside Cinema is that we can make transformations of the emitters, move them, rotate them or scale them, and the fluid will automatically adjust to the new transformation. Selecting the ' Scene' node, we will have parameters to stabilize the fluids- such as Steps, as well as the option to cache the fluid and select where the information will be saved.įurthermore, regardless of the type or types of emitters we have in the simulation, the Fluid node contains all the information concerning the type of solver used in the simulation. This way we can add daemons or change the parameters and see how the simulation changes without needing to re- simulate.įor example, we could change the type of emitter in simulation time and see how it behaves from now on.Īll the elements of the RealFlow structure, such as daemons, meshers or other emitters, will act on the new system that we are changing. One of the main advantages of working with RealFlow for Cinema, is that we can make changes in real time, affecting our simulation. Pressing the play button is enough for the simulation to begin. When we create an emitter from the RealFlow menu, if there is no previously created scene, the whole RealFlow tree structure will be created adding the connections that are needed.