HYBRIDO REALFLOW 5 TUTORIAL BASIC 6


Uploaded by hdlect on 03.11.2010

Transcript:
Welcome, this is JCO with the sixth part of the high definition tutorial on HYBRIDO in
Realflow 5 on YouTube. In the previous video I explained how to export
a mesh to 3DS Max without using the RealFlowRenderKit, I also explained how to import the mesh into
3DS Max using the MeshLoader, how to apply Mental Ray shaders to the imported mesh and
how to render to produce a sequence of images that will produce the final movie.
In this video we’re going to talk about the particle mesh for the renderkit, and the
amazing features that allow the use of particles attributes in the creation of the mesh.
Once we have simulated a fluid animation, the particles positioned in each frame allow
the creation of a mesh that will create the shape of the liquid.
There are several options when we are going to create a mesh, and according to the option
we select we will have different looks, possibilities and limitations.
There are 3 options available on the mesh menu:
Particle Mesh (Renderkit) Particle Mesh (Standard)
and Grid Mesh.
We already introduced the Grid Mesh in the previous tutorials of the HYBRIDO BASIC CONCEPTS
SERIES. The Grid Mesh is fundamental in the workflow of fluids creation with the HYBRIDO
engine. If you are starting these tutorials now, please
go to the hdlect channel in YouTube at: http://www.youtube.com/user/hdlect
At the hdlect channel you will have free access to all of the previous HYBRIDO tutorials and
also to the more advanced HYBRIDO IN DEPTH SERIES tutorials.
Particle Mesh (Standard) is the well know option by RealFlow users for the creation
of meshes for particles that have been created with standard emitters.
This type of approach is intended when we are making simulations of fluids at small
scale, where very accurate calculations are needed.
Particle Mesh (Renderkit) is different and unique from the Particle Mesh (Standard) and
the Grid Mesh because it contains features that allow us to modify the creation of the
mesh and the way it is displayed according to the following characteristics of the liquid:
Velocity Force
Neighbors Age
Isolation Viscosity
Density Pressure
Mass Temperature
Vorticity and
Identity This is very useful in situations in which
we want to examine the mesh attributes without exporting to 3D applications. RealFLow will
display with different colors the different ranges of values for the specific characteristic
we pick to be shown. For example, if we select the Velocity magnitude,
the mesh will have different colors in different regions according to the speed of the particles.
Faster moving particles will produce a color region in the mesh and slower moving particles
will produce a different color region in the same mesh.
There will be a gradient of several colors in between the fastest and the slowest particles,
and the gradients can be setup either automatically by RealFLow or manually by the user.
This kind of representation with several color gradients is traditionally used for scientific
representations of other parameters like temperature, where warmer colors like red indicate a higher
value and colors like blue or white represent lower
temperature values. Particle mesh (renderkit) is very powerful since permits this color
representation not only for temperature ranges but also for pressure, density and all the
dimensions that I enumerated before. Keep in mind that only one feature can be
previewed at a time, so is not possible to display a gradient of colors for pressure
and another gradient of colors for density simultaneously.
In order to do that, you will have to duplicate the simulation or record a video for one magnitude
first and another video for another magnitude later.
Let’s demonstrate how to create a Particle Mesh for the Renderkit and how to display
magnitudes. In our particular case we are going to display the Velocity magnitude.
We will start from a previously created Grid Fluid Domain that contains an emitter and
a simulation that spans 400 frames. If you don’t know how to do this please watch our
previous videos that cover the topic in the hdlect channel in YouTube at:
http://www.youtube.com/user/hdlect Now, change the option for the GridFluidDomain01
in the Node Parameters, under Node and under simulation from Active to Cache.
Go to the Mesh menu and select Particle Mesh (Renderkit), next go to the Nodes panel and
select the ParticleMesh_RK01 and right click. Select insert emitters and click on GridFluidEmitter01.
Select again the ParticleMesh_RK01 and right click and select Build.
Make sure that under particle magnitudes velocity is set to Yes and under Display, particle
magnitude is set to Velocity. This will create the mesh for the current
frame but we have to create the mesh for the remaining frames of the animation. To do that,
rewind the current time indicator, and press the Simulate button again.
After the simulation has been completed, change the object shade mode to Smooth. To do that,
go to View Element
Smooth Shaded Also change the Scene shading to smooth by
using the shortcut 0 on your keyboard. Deselect the mesh and play the finished simulation
to appreciate the different colors that represent different speeds of the particles in different
regions. I will cover each one of the parameters available
for the Particle mesh for the renderkit in the HYBRIDO IN DEPTH series in the hdlect
channel. Thank you for watching and support our channel
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